Version 0.14.04 is released. This update features some AI fixes, new unit armor with 1/2 the hit points of Light Armor, and various cosmetic updates to the display of the tech tree in-game (through different Groups for many tech areas).
There is no explicit patch. However, you can use these two files as a patch:
Adamant Mod Lite 0.14.04
Adamant Mod Race Pack 0.14.04
Lite contains all of the data and AI updates. Race Pack contains new ship set images added since the 0.14.00 Version. So far, it only contains the Manai ship set. If you already have this ship set installed, you do not need to get the Race Pack.
Version 0.14.04 - 4 May 2004:
Files Altered: AI_Research.txt files, CompEnhancement.txt, Components.txt, TechArea.txt
1. Fixed - Krill now have an AI_General.txt file.
2. Fixed - Cellulose Reinforement is now Cellulose Reinforcement
3. Changed - Membrane Shells tech area is now Membrane Layers.
4. Changed - Chitin Shells tech area is now Chitin Exoskeleton.
5. Changed - Cellulose Shells tech area is now Cellulose Exoskeleton.
6. Changed - Psilocybe Appendage ability descriptions now mention viral spores instead of mines.
7. Removed - There was a second tech area entry for Contagion. The one in the wrong place is changed to Contagion REMOVED.
8. Fixed - Pyron and Manai AI_General.txt files had improper calls for Physical Race instead of Magical Race.
9. Changed - Adamantium Armor can now only be placed on Ships and Bases.
10. Changed - Units can no longer use regular light armor. Instead, they have new light armor with one half the amount of Tonnage Structure.
11. Changed - Weapon platform component mounts are now 1/2 cost, rather than 1/4 cost.
12. Changed - Vehicle technologies are now in Vehicle Engineering, Vehicle Adaptation or Vehicle Conjuration group, depending on race type.
13. Changed - Armor technologies are now in Armor Engineering, Armor Adaptation or Armorsmithing group, depending on race type.
14. Changed - Propulsion technologies are now in Propulsion Science, Propulsion Adaptation or Propulsion Magic group, depending on race type.
15. Changed - Sensor, Scanner and Combat Support technologies are now in Martial Technology, Martial Adaptation or Martial Magic group, depending on race type.
16. Changed - Resource, research and Space Yard technologies are now in Infrastructure Development group.
17. Added - Light Weapon Mount, which halves all stats of a weapon except damage, which is reduced to 40%. Can only be used on ship hulls up to level 6 in the ship construction tech areas (Heavy Frigate, Great Spawn, Heavy Longship).
18. Removed - Mines and Infestation Spores tech areas had extraneous tech reqs.
19. Changed - Mine Sweepers now require their own tech areas, separate from the basic Mines tech.
20. Fixed - Cooperative Development now has 10 levels instead of 1.
21. Added - Electromagnetic Screening tech areas, which provide Active and Passive EM cloaking of up to level 3 for mines with far less theoretical tech research.
22. Changed - Necromatic Weapons is now Necromantic Weapons.
23. Changed - Updated the Readme with better Installation information.
[ May 05, 2004, 01:38: Message edited by: Imperator Fyron ]