In case you always found the build delays for the yards useless - we have changed their behavior so that now the delays are pushed at the beginning of your build queue.
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Changelog:
Bugfixes
- Fixed black screen when trying to enter escape menu from game when using AA modes on some systems
- Using Fraps shouldn't crash Fleet Operations anymore
- Fixed a crash with the RamWeapon when the target vessel has already been destroyed before the weapon could activate
- Fixed a crash that occoured under some circumstances while using defensive or offensive upgrades on stations
- Fixed a crash while loading the map editor
- Fixed a bug causing Out of Sync issues in multiplayer games
- Fixed shell interface for systems using non default Windows UI DPI resolutions
- Fixed an issue causing Fleet Operations to hang on systems with DEP enabled
- Fixed a bug that could cause game crashes in certain situations while using Federation Warp-In
- Borg Graviton Relays are now named correctly
- Klingon K't'inga Class vessels may now use their cloaking device correctly
- Fixed a bug causing the Borg Optimize Avatar bonus (cost reduction on the first module) to yield a too small bonus on several modules
- Station footprints will no longer be removed incorrectly when a Klingon Field Yard extension is destroyed
Changes
- General
- Construction Delays will now be placed at the beginning of the build queue
- Increased the activation costs of Intelligence Report to 250 Dilithium, 250 Tritanium and 50 Supplies (bf: 50/50/10)
[li]Supply costs will now increase the more supply you order until reaching a maximum. The starting price of Supply has been reduced
[/li] - Federation
- Increased the cool-down of Warp-In to 180 seconds (bf: 100)
- Precise Volley (Remore Class) duration reduced to 5 seconds (bf: 6), special energy costs increased to 540 (bf: 156) and cooldown increased to 40 seconds (bf: 25)
[li]The Shield Matrix Reset special ability (Descent Class) is now cooldown-based instead of special-energy-based
[/li] - Dominion
- Very slightly increased all Supply costs
- Research costs now a few Supplies
- Excessive Strike (V-14 Battleship) duration reduced to 2 seconds (bf: 3), special energy costs increased to 270 (bf: 181) and damage increased by about 200 percent
- Defender Prototypes no longer cost credits (as intended)
[li]Prototype construction buttons do now appear at the same positions as their normal ship buttons
[/li] - Borg
- Reduced all module and chassis costs slightly
- Reduced the costs of the Incubation Complex to 450 dilithium and tritanium (bf: 800) and reduced the costs of the maximization upgrade to 180 dilithium and tritanium (bf: 250)
- Decreased the area of effect of the Nanites special ability and increased its energy costs based on chassis size (500 for the Cube, 600 for the Diamond) (bf: 250 Cube, 300 Diamond)
- Devestating Attack duration reduced on all chassis and special energy costs increased to 250 (bf: 150)
- Damage reduction from adaption modules increased to 25 percent per module (bf: 20)
[li]AI players will try to build Pyramids and Cubes earlier
[/li] - Romulan
[li]Decreased the damage dealt by Quadcobalt torpedoes by 19 percent
[/li]
Additions
- General
[li]A completely reworked AI
[/li] - Romulan
[li]Staryards and Warbird Yards may now be used to prefine shield generators and weapon systems, speeding up defense-turret construction
[/li] - Borg
[li]A new Interception Module is available for the Scout Cube granting anti-destroyer weaponry
[/li]