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Posted: Mon, 8th Dec 2014 17:21 Post subject: |
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We’re happy to report the first major patch for Civilization: Beyond Earth is now available. (77.8Mb)
Sid Meier’s Civilization: Beyond Earth Fall Update v1.0.0.607
| Code: | 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 disables victory achievements.
Trade:
• Previous trade routes appear in their own category at top of trade route chooser
City/Production UI:
• Adding Health tooltip help in City View to explain health sources and population cap
• City production pop-up now shows the last item completed.
• Increased city renaming from 15 character max to 23 character max.
Misc:
• Allow "One More Turn" after the default win conditions (Contact, Promised Land, Emancipation, Transcendence, Domination, Time), added text to defeat screen explaining how you were defeated.
• Option to make minimap opaque
• ESC leaves orbital mode instead of raising in game shell menu
• Added a badge to covert ops button in the action corner which will show up, and a warning to the covert ops panel when a player has any cities with high intrigue.
• Tech web - adding color underlays to building and wonder types.
• Added additional Advisors for trade convoy and trade vessel.
• Added support for third party wars in diplo overview.
• Full touch/gesture and pen support added (Ultrabook, Surface Pro, etc.).
Multiplayer
• Setting the internet server browser list distance filtering to worldwide.
• All players are notified when anyone completes a victory wonder.
• Multiple improvements to stability.
Modding
• 2D fallback image now supported for leaders on all video quality settings, not just the lowest.
• Added the ability to mod Quests.
Bugs
• Embarked workers can now correctly repair pillaged improvements.
• Fixed an issue where Max turns was getting set on “Reload”, causing achievements to not fire.
• Fixed bug where victory achievements would only unlock for the first player on a team.
• Fixed empty trade requests that could occur during the AI turn.
• Fixed multiple Quest issues (quest tracking, information, and reward bugs).
• Fixed multiple issues with screen resolution on specific displays (like the 144Hz full-screen issue), and a Mantle issue causing the game to not display on the correct screen.
• Setting MaxTurns only affects timed victory conditions. For a timed victory, you must either not set MaxTurns (of which, there will be a default for the game speed), or set it to 100+ turns. All other victory conditions can be achieved regardless of max turns.
• Friendly aliens no longer blockade cities.
• Fixed some specific issues with resources not appearing properly in the player stockpile.
• Many additional bugs and crashes addressed based on community feedback. Thank you! |
http://www.civilization.com/en/news/2014-12--civilization-beyond-earth-fall-update-now-live/
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(Nexus)
Posts: 2807
Location: 192.168.1.72
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Posted: Mon, 8th Dec 2014 19:35 Post subject: |
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Sid.Meiers.Civilization.Beyond.Earth.Update.v1.0.1.607-RELOADED
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Posted: Mon, 8th Dec 2014 19:59 Post subject: |
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| (Nexus) wrote: | | Sid.Meiers.Civilization.Beyond.Earth.Update.v1.0.1.607-RELOADED |
Wow, that was fast. Perhaps it's time to try this now...
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Posted: Mon, 8th Dec 2014 21:41 Post subject: |
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It had to be done, It was too exploitable.
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Posted: Tue, 9th Dec 2014 12:32 Post subject: |
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Trade routes are now absolutely broken, they bring almost twice as much to the target city than to you.
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(Nexus)
Posts: 2807
Location: 192.168.1.72
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Posted: Sun, 21st Dec 2014 22:31 Post subject: |
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Sid.Meiers.Civilization.Beyond.Earth.Linux-ACTiVATED
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JBeckman
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prudislav
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Posted: Fri, 20th Feb 2015 21:39 Post subject: |
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took them a while 
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Posted: Fri, 20th Feb 2015 21:41 Post subject: |
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prudislav
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Location: The land of beer and porn
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Posted: Mon, 18th May 2015 14:34 Post subject: |
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| Quote: | Firaxis has just unveiled Civilization: Beyond Earth's first expansion. It's called Rising Tide, and it will do pretty much what you might expect from that title. As with Civilization V's expansions, Rising Tide will add new systems on top of the existing game—in this instance, allowing you to colonise and mine the seas of the game's alien world.
In addition, Rising Tide will expand the role of diplomacy, and let players unlock new hybrid Affinity units and upgrades. You can see the list of key features below, via 2K's press release:
- Building floating settlements and accessing natural resources hidden beneath the seas of the alien planet, while alien beasts with unique abilities inhabit the water and challenge players in distinctive ways
- Shaping the diplomatic landscape by upgrading traits, changing diplomatic relationships, and leveraging the benefits of your allies, all with political capital
- Unlocking a dynamic set of Diplomatic Traits while activating different combinations in response to the changing world
- Playing as one of four new factions, including the Al Falah, a group of nomad explorers descended from wealthy and resilient Middle Eastern states
- Investing in multiple Affinities to unlock hybrid Affinity units and upgrades for the first time;
- Collecting and combining alien relics via a new Artifact System that unlocks powerful benefits
- Exploring one of two new biomes, Primordial world, an untamed biome rife with volcanic activity and indicative of a chaotic landscape still forming in the new world
Civilization: Beyond Earth – Rising Tide is due out in Autumn, and will cost £20. |
http://www.pcgamer.com/civilization-beyond-earth-rising-tide-expansion-announced/
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Posted: Mon, 18th May 2015 14:47 Post subject: |
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Ah, another reason to buy this when a complete edition will be released.
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Morphineus
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Posted: Mon, 18th May 2015 16:50 Post subject: |
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Can't they hurry up with their DLC and Expansions so I can get the full (not watered down) playing experience with the complete edition.
Not that the game is bad per say... just lacks a bunch xD
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dethy
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prudislav
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Posted: Thu, 21st May 2015 15:17 Post subject: |
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prudislav
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Posted: Tue, 30th Jun 2015 14:51 Post subject: |
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prudislav
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Posted: Fri, 3rd Jul 2015 08:18 Post subject: |
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Posted: Wed, 22nd Jul 2015 14:09 Post subject: |
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prudislav
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Posted: Fri, 14th Aug 2015 11:17 Post subject: |
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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Fri, 14th Aug 2015 14:00 Post subject: |
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I don't think this game is salvageable with expansions :I
It is simply bad when compared to Civ4/5.
I think they should have majorly revamped the mechanics so it does not feel like a mod of Civ5 where a lot of original features have just been cut.
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
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Posted: Fri, 14th Aug 2015 15:16 Post subject: |
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Well you can try it, as its FREE to play on Steam this weekend.
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mtj
Posts: 2315
Location: Austria / Finland
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| Page 17 of 18 |
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