Re: List of changes in 0.99
I've not seen any official list, but some stuff I've noticed --
- Program tweaks.
For WPs, you can now specify 'build as many as you can in one turn'.
There's a bug where CD audio defaults to ON. Turn it off.
- Rebalancing.
Many conventional weapons are stronger.
Armor seems to be weaker across the board.
Shields may be stronger -- e.g. 300 pts, IIRC, for level 5.
S. Fighters are now 15kt, not 10kt, and can have 9 engines.
Religious races now get the always-hit component at level 4.
Counterintel seems to have been reworked.
More tech is available for free at low -- IIRC, that's satellites and weapon platforms.
- AI.
The AI now makes more competitive designs and race picks, methinks.
It is no longer an easy pushover -- don't expect to be able to gain tribute just because you blockade a planet or two.
It is a MUCH better defensive player. In my current game, the Eee realized that there was only one warp point by which I could reach them (until I conquered the Phong, which it might not have realized yet, and which should provide another route...), and they mined the HECK out of that warp point making it a no-go. And the Phong refused to give in until I brought in hefty fleets and wiped out a nasty, nasty BS (2400 shields and massive Shard VI cannons, argh) defending their Last remaining homeworld (3 initially).
------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|