Adamant Mod v0.14.08 released!
Version 0.14.08 of the Adamant Mod by Imperator Fyron has been released. This update features many additions and fixes. There are new forced exploitation facilities for the more evil races. Armor component costs have been revamped. Dense armors (those with the actual armor ability) have been reduced to one half the level of hit points they had previously. Shield Array facilities are now useful. New research outPosts have been added, which can generate reseach points in space. A new race, the Pequeninos, has been added to the mod.
If patching from a previous 0.14.xx Version, you will need the Race Pack and the Lite files. It does not matter which is applied first.
Version 0.14.08 - 13 August 2004:
Files Altered: AI_Design_Creation.txt files, CompEnhancement.txt, Components.txt, Facility.txt, Happiness.txt, TechArea.txt
1. Fixed - War Talismans and Death Talismans are now in general group Religious instead of War Ethos.
2. Fixed - Prismatic Spray I is now Prismatic Sphere I.
3. Fixed - AI empires no longer add 2 colony modules to colony ships.
4. Changed - AI empires no longer add quantum reactors to any vehicle designs.
5. Fixed - Somehow the old problem of AIs building homeworld facilities on colonies had resurfaced. It is fixed, again.
6. Fixed - Organic Seekers and Mephit Summoning tech areas now have max level 10 instead of 5.
7. Fixed - Decoy Missiles were incorrectly in family 2111 instead of 2112.
8. Fixed - Strike Parasite II now costs 275 organics instead of 2750.
9. Changed - Crystalline Armor with Shield Generation From Damage ability is now only available to Ships and Bases. The unit Crystalline Armor with no such ability is available to all units except mines.
10. Changed - Halved the hit points of unit Crystalline Armor to bring it in line with normal unit armor.
11. Changed - Unit Crystalline Armor is now in family 7214 so as to prevent unintended upgrades from ship Crystalline Armor.
12. Fixed - Crew Quarters had "jealously" used in their descriptions instead of "jealousy."
13. Changed - AP Mine Charges now state that they bypass hyper-dense armor, rather than all armor.
14. Fixed - Shipyard Expansion - Radioactives facilities now cost 6000 secondary resources, rather than 4000.
15. Changed - Clawed Appendages now have the damage type Quarter Damage To Shields.
16. Changed - Gaian Presence facilities now have roman numerals as part of their names.
17. Changed - Religious shrine facilities now have roman numerals as part of their names.
18. Fixed - Entertainment Networks and Temple Districts now have negative Planet - Change Population Happiness abilities instead of positive ones, so they no longer increase anger, but instead decrease it.
19. Fixed - Applied Political Science now has 5 levels instead of 3.
20. Changed - Resource Manipulation tech area now requires Biology in addition to Chemistry and Physics.
21. Added - Theoretical techs must be researched before higher than level 1 in basic resource harvesting technologies can be developed. The race paradigm's primary resource requires one level, whereas the other two resources require 2 levels.
22. Changed - Light armor now costs as many resources as it has hit points. Heavy armor costs two times as many resources as it has hit points. Organic armors cost 50% extra, due to regenerative properties.
23. Fixed - Reduced the length of the description of the Fire Ball components so that they no longer cause overflow.
24. Fixed - Base Space Yards are now in family 7215 instead of 6 so that Ship Space Yards will no longer upgrade to them.
25. Fixed - Planetary Shield Array facilities will no longer upgrade to Planetary Phased - Shield Array facilities.
26. Changed - Shield Array facilities now range from 10000 to 50000 shield points instead of 5000 to 20000.
27. Added - Research Lab components, for bases only. Also added Research Outpost hull, which is the only hull that Research Labs can be used on.
28. Fixed - Propaganda Center facilities erroneously had 0 for the ability System Point Generation Modifier - Research.
29. Fixed - University Research tech area now has max level 6 instead of 3.
30. Removed - All facilities with the ability Planet - Change Population Happiness now no longer mention "(only 1 facility per planet effective)." Such facilities actually stack with each other.
31. Removed - In ability descriptions of facilities with Planet - Change Population Happiness or Change Population Happiness - System abilities, all references to such facilities not stacking with each other have been removed. They do in fact stack with each other.
32. Added - Citizen Database Complexes now increase anger by +10 per turn. System Versions increase anger by +20 per turn.
33. Added - Death Shrines now increase anger by +6 per turn, to a minimum of +4 per turn at max level.
34. Changed - Replaced all mentions of "radioactives" with "mana crystals" for Magic race facilities and components.
35. Added - Slave Labor Camps, which are 10% more productive resource facilities, but increase anger by +2 per turn each.
36. Changed - High tech start homeworld resource facilities now generate 1431 resources instead of 1301, so that homeworlds do not start filled with Slave Labor Camps on a high tech start.
37. Changed - Bloodthirsty happiness type now has only an anger rise of 2 instead of 10 for colonizing new planets.
38. Added - Forced Breeding Camps, which increase reproduction rates at the expense of happiness.
39. Changed - Urban Pacification Centers now require Applied Political Science levels 3 to 5 instead of 1 to 3.
40. Added - Pequeninos race.
41. Changed - Size range of AI base space yard designs is now 500 kT to 1100 kT instead of 10kT to 5000 kT.
42. Changed - Minimum size of an AI defense base design is now 1000 kT.
43. Changed - Halved structure of dense armors.
44. Changed - Increased damage and range of shield disrupters.
45. Fixed - Graviton Hellbore VI is now more expensive than Graviton Hellbore V.
46. Added - Armor-skipping Nanoparasite Launcher weapons for Organic races and Wailing Doom for Magic races.
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