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Тема: Инфоцентр Civilization: Beyond Earth

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  1. #28
    Super Moderator

    Аватар для Gromozeka


    Регистрация
    13.10.2005
    Адрес
    Бердск Новосибирской обл.
    Сообщений
    4,187
    Вышел патч ВЕ 1.0.1.607
    Civilization: Beyond Earth Fall Update Now Live


    Community Announcements - Hinkle2K

    We’re happy to report the first major patch for Civilization: Beyond Earth is now available.

    Sid Meier’s Civilization: Beyond Earth Fall Update Patch Notes
    Balance
    Wonders and Buildings:
    • Holon Chamber provides 3 Science, 4 Energy (was 5 Science)
    • Mind Stems cannot be bought with Energy.
    Diplomacy:
    • Any diplo item can now be traded in exchange for a peace treaty
    • Lump Energy trade requires a Cooperation Agreement.
    Trade:
    • Water trade routes no longer receive any increased yield.
    • Revised trade route formula for city-to-city trade, with reduced yields.
    • Trade Depots can no longer be purchased with Energy.
    Aliens:
    • Clearing a friendly alien nest now removes the Xenomass resource from player stockpile.
    • Adjusting passive recovery rate for alien opinion to be slower, to permit easier aggression escalation.
    Covert Ops:
    • Establish Network now has 0 difficulty and produces 0 intrigue. This prevents players from exploiting it to increase intrigue.
    Health effects balancing:
    • From -20 to -70, Production is penalized -1% per point (up to -50%).
    • From -15 to -65, enemy Covert Ops Intrigue is increased +2% per point (up to +100%).
    • From -10 to -60, Science is penalized -1% per point (up to -50%).
    • From -5 to -55, Culture is penalized -1% per point (up to -50%).
    • From 0 to -50, Outpost Growth is penalized -2% per point (up to -100%).
    • From 0 to -50, City Growth is penalized -2% per point (up to -100%).
    • From 1 to 5, nothing happens.
    • From 5 to 25, Production bonus +1% per point (up to +20%).
    • From 10 to 30, enemy Covert Ops Intrigue is decreased -2% per point (up to -40%).
    • From 15 to 35, Science bonus +1% per point (up to +20%).
    • From 20 to 40, Culture bonus +1 per point (up to +20%).
    • From 25 to 45, City Growth bonus +1% per point (up to +20%).
    • From 25 to 45, Outpost Growth bonus +2% per point (up to +40%).
    Virtues:
    • Eudaimonia (Tier III Prosperity virtue) now provides -15% less Unhealth (was -25%)
    • Learning Centers now provides +1 Science for Academies (was +2)
    Game Setup:
    • Sponsors:
    o Kozlov Ability: Orbital units last 50% longer, +50% Petroleum resource (was Orbital units last 20% longer and first launch grants free technology)
    o Barre Ability: +10% Growth when Healthy, all cities start with an Old Earth Relic (was +10% Growth when Healthy)
    o Rejinaldo Ability: Melee units +10% Strength, all units +5 Heal when fortified (was +10% Melee combat strength)
    o Elodie Ability: provides 1 free Virtue for every 10 Virtues earned normally through Culture (was 1 free Tech for every 10 Virtues earned in any way)
    • Colonists:
    o Aristocrats now provide +4 Energy per City (no Health bonus)
    o Artists now provide +3 Culture per City (no Health bonus)
    Tech Web:
    • Clear Miasma now unlocks on Ecology (was Alien Biology)
    • Miasmic Repulsor now unlocks on Alien Biology (was Ecology)
    • Array Science bonus now unlocks on Astrodynamics (was Orbital Automation)
    • Planet Carver now unlocks on Orbital Automation (was Astrodynamics)
    • Markov Eclipse now unlocks on Transcendental Math (was Artificial Intelligence)
    Stations:
    • Station start turn base is now 30 (was 20)
    • Station minimum allowed distance to another station is now 2 (was 3)
    • Station minimum allowed distance to a city is now 6 (was 5)
    • Station minimum allowed distance to an outpost is now 5 (was 3)
    Affinity Perks:
    • Harmony level 1 grants Miasma Immunity to the Explorer unit (was Alien opinion recovers twice as quickly)
    • Purity level 1 adds double combat strength when defending to Explorer unit (was Aliens cannot attack Explorers)
    Quests:
    • Affinity rewarded as a quest reward now ramps up slowly over the first 100 turns (on standard). This ramp will vary with game speed.
    • All players now get affinity quests within 1 turn of each other. If it's not possible for all players to receive a quest at the same time, the game waits until this is possible, then immediately gives all players a new affinity quest.
    • Autoplant Building Quest grants bonus Production (was +1 Trade Route)
    Units:
    • Explorers now have 6 combat strength (was 3).
    • Sea units now follow the same rules for ranged combat defense as all other units: they use the highest of their combat values (ranged combat or melee combat) when calculating defense.
    • Combat Rover unit can no longer fortify, and no longer receives defense bonuses from the terrain it is on.
    • Raising the secondary level requirement for the hybrid upgrades of affinity units:
    o First affinity unit (ex. Xeno Swarm) now upgrades at level 10 of main affinity and level 4 of secondary affinity (was 10+2)
    o Second affinity unit (ex. Xeno Cavalry) now upgrades at 12+5 (was 12+3)
    o Third affinity unit (ex. Rocktopus) now upgrades at level 14+6 (was 14+4)
    o Fourth affinity unit (ex. Xeno Titan) now upgrades at level 16+7 (was 16+5)
    • Lowering strategic resource costs for many affinity units, to ensure consistency across affinities and make top tier units easier to build. The first affinity units require 1 strategic, the second require 2, the third require 3, and the fourth require 5.
    o CARVR now costs 2 Firaxite (was 3)
    o Rocktopus now costs 2 Xenomass and 1 Floatstone (was 3 Xenomass and 1 Floatstone)
    o LEV Tank now costs 3 Floatstone (was 4)
    o SABR now costs 3 Firaxite (was 4)
    o Xeno Titan now costs 5 Xenomass (was 7)
    o LEV Destroyer now costs 5 Floatstone (was 7)
    o ANGEL now costs 5 Firaxite (was 6)
    • Increased production costs of upgraded Combat Rovers and Missile Rovers:
    o Combat Rovers now cost 80, 160, 260, 370 (was 80, 140, 220, 320)
    o Missile Rovers now cost 100, 190, 290, 400 (was 100, 180, 270, 370)
    • Lowering combat strength progression of Combat Rover:
    o Combat Rover combat strength progression is now 12, 18, 28, 52 (was 12, 18, 32, 52)
    • Changes to the combat strength of affinity units, to make non-upgraded ones more weak in general:
    o Xeno Swarm now has 22 combat strength at start, 54 when upgraded (was 34, 54)
    o Xeno Cavalry now has 36, 72 (was 48, 72)
    o Rocktopus now has 60, 92 (was 60, 82)
    o Xeno Titan now has 86, 114 (was 96, 114)
    o Battlesuit now has 24, 66 (was 40, 66)
    o Aegis now has 34, 34 double strike (was 40, 40 double strike)
    o LEV Tank now has 44, 77 (was 52, 77)
    o LEV Destroyer now has 74, 104 (was 84, 104)
    o CNDR now has 24, 63 (was 38, 63)
    o CARVR now has 38, 76 (was 50, 76)
    o SABR now has 52, 86 (was 58, 86)
    o ANGEL now has 78 with 78 melee, 102 with 88 melee (was 88 with 88 melee, 102 with 102 melee)
    AI:
    • Once the game is in Extended mode (after the player clicks the One More Turn button) the AI will now only pursue Domination.
    • Warmonger threat per city acquisition is now capped.
    • Warmonger calculation now scaled down when cities are taken by Sponsors that are reacting to a war that was declared upon them (that is, when that civ is not the aggressor).
    • Adjusted AI bonuses on higher difficulty levels.
    • Additional AI tuning, improvements, and tweaks.
    Gameplay Feedback:
    • Implemented anonymous gameplay telemetry for design feedback.
    UI
    Settings and Game Setup:
    • The menu now displays EQAA modes instead of MSAA modes if in Mantle version and the GPU supports EQAA.
    • Added option to disable UI/Map blur.
    • The player is now informed that enabling max turns
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    Последний раз редактировалось Gromozeka; 09.12.2014 в 22:10. Причина: номер патча
    Любая сложная проблема имеет простое, доступное для понимания неправильное решение (Закон Мерфи)

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