Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Might as well post some recent mod history:
Version 0.12.01:
1. Added - Improbability Drive, Intergalactic Expressway events.
2. Fixed - Healing Temple II and III are now in the Religious facility group instead of Population Support.
3. Fixed - Radioactives Alchemy Labs are now Mana Crystal Alchemy Labs.
4. Changed - A lot of facilities use new graphics from Planet Pack 1.10 of the Image Mod.
5. Changed - Reworked Psionic Ship/Fleet Training Facilities to fit with the new Adamant training model. They train at +1% per turn over the non-Psionic equivalent.
6. Changed - Magic race Entertainment Network is now Temple District.
7. Changed - Magic race Theatre Complex is now Theatre District.
8. Fixed - Crop Rotation I and II now require Organics Farming instead of Organics Extraction.
9. Changed - Remote Miners can now be placed on Small Satellites.
10. Changed - Energy Dampeners now have 5 levels instead of 3, and they range from Crystalline Weapons 2-6 instead of 6-8.
11. Changed - Mental Flailers now have high organic costs and have 5 levels instead of 3, ranging from Psionic Weapons 2-6 instead of 1-3.
12. Changed - Repulsor Beams now have some range attenuation, and have 5 levels instead of 3.
13. Changed - Tractor beams now have range equal to the square of the "damage" (distance pulled), and have 4 levels instead of 3. They now get 5, 10, 20, 40 bonus to hit.
14. Fixed - Corrected description of Xentronium Armor tech area.
15. Added - Ancient Energy Dampener tech area and components, which are weakened ancient ruins Versions of the Crystalline Energy Dampeners.
16. Added - Hints about what techs are needed for useful results from ancient ruins technologies.
17. Changed - Massive Ionic Disperser and Massive Shield Depleter now require Xenoarchaeology 1.
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