Download Games & Demos Mods & Add-Ons Patches Tools Trainers

Distant Worlds: Legends - game update v.1.7.0.16 - Download

Game update (patch) to Distant Worlds: Legends , a(n) strategy game, v.1.7.0.16, added on Friday, August 24, 2012.

file typeGame update

file size12.4 MB

downloads635

(last 7 days)0

last updateFriday, August 24, 2012

Free download

Report problems with download to [email protected]

version: v.1.7.0.16

Designs

Fixed bug where abandoned ships would sometimes have multiple different

reactor types in their designs

Altered order in which components are dropped off AI military ship designs

when attempting to fit within construction size limits (armor is now higher

priority to keep)

Improved Design selection for pirate ships so that they do not prematurely use

advanced optimized designs

The AI will now create new designs to replace optimized designs if tech is

significantly better than best buildable optimized design

Starting designs for new empires now more accurately reflect starting tech

level (when using advanced tech start)

Optimized designs now properly have their Date Created reset to the current

date and Build Amount reset to zero when loaded

Added extra filters to designs screen: Show Latest Buildable Designs, Show

Non-Obsolete Buildable Designs

Added new AI design settings in Empire Policy screen.

Can now fine-tune how designs are generated with settings like how

many shields, engines, weapons are used, etc.

Thus each race now has a particular set of focuses for their ship and

base designs.

Also have multiple new tech focus settings (now 6, instead of 2) which

are used to guide which research projects the AI selects

Reviewed base AI design templates for all ships and bases so that AI designs

are more challenging to play against

Ensured that new designs properly obsolete old designs of the same type (e.g.

Carrier, Resupply Ship)

Auto-retrofitting no longer downgrades spaceport sizes when population is

below threshold at a colony (but will still upgrade spaceport sizes when

retrofitting)

Toggling the auto-retrofit settings in the Designs screen now also propagates

these changes to all individual ships/bases of that design. This ensures that

ships are not auto-retrofitted when their role is set to not auto-retrofit.

Improved AI selection of research projects so that better uses tech focuses

(from Empire Policy) and race-specific techs

Fixed bug in Designs screen where filtering design types would always

exclude obsolete designs (even when 'Show All Designs' was selected)

Changed "Save Designs" button in Designs screen to save all selected designs

in the grid below, instead of all designs. Ctrl-click to multi-select designs

Tweaked AI research project selection to give priority to: special race tech,

Tech Focuses from Empire Policy, optimized design components

Fixed bug where some ship designs would be repeatedly auto-created even

when no new components researched.

Adjusted some default AI ship designs (e.g. mining ships): added energy

collectors, more engines.

Ensured that AI base designs always have armor.

Increased number of mining components on default AI mining station designs

from one to two.

Increased number of construction yards on default space port designs by 50%

AI retrofits now upgrade space port sizes when appropriate (e.g. small to

medium, medium to large).

Accelerated ROTS storyline progression when have expensive research

settings.

Slightly altered how retrofitting works - private ships are always retrofitted if

new designs are available, whereas retrofitting for state ships is prompted by

your advisors (if Empire Policy setting 'Prompt for Retrofit when new tech

becomes available' is enabled). Retrofitting is no longer controlled by the Ship

Design automation setting.

Design Screen

Added extra filter to show only state ships, state bases, private ships or private

bases.

Default view is now 'Show non-obsolete designs.' (was 'Show latest designs')

State-owned designs can now be designated not to automatically retrofit (e.g.

via advisor suggestion). This setting will flow through to any ships or bases

built from the design, but can also be changed individually for each stateowned

ship or base. These ships and bases will only retrofit when manually

ordered to do so by the player. See top of Design Detail screen for this new

setting. Also see Components tab in Ships and Bases screen to update this

setting per ship. Also available in a column on the main Design List screen.

Added new button 'Manually Upgrade Design' that functions similarly to

'Copy as New', but also obsoletes the existing design to save time.

Added ability to turn design upgrading on or off for each subrole. Thus you

can automate ship design for some ship types (e.g. private ships), while

manually designing other types (e.g. military ships). See Empire Policy screen

for settings (Research & Design section). Also available in a column on the

main Design List screen.

o Added extra buttons in Design Detail screen to allow adding and removing

multiple components from a design at a time.

Design auto-upgrading can now be enabled/disabled for all subroles, including

private designs.

Can toggle design settings for auto-upgrade and auto-retrofit by clicking

directly in column in design screen.

Adding and removing components in Design Detail screen no longer scrolls

component toolbox at far left.

Fixed problem where energy requirements were sometimes not being

calculated correctly for new ship and base designs.

Pre-loaded Optimized Designs

Added new feature that allows usage of pre-made custom ship and base

designs loaded per race from folders at game startup:

New designs subfolder under main game folder can contain

subfolders for each race containing saved design files, e.g.

"C:\Matrix Games\Distant Worlds\designs\human\"

These design folders are also used by any themes/mods (i.e. you

can create a designs subfolder cointaining race subfolders in a

theme)

These designs are loaded for each race at game startup and are

used as optimized designs for each empire

These optimized designs are used whenever an empire has all the

required tech and is within current construction size limits. These

optimized designs are always preferred over all other designs,

unless made obsolete

If multiple optimized designs for a single subrole can be built (e.g.

multiple optimized destroyer designs), then the most advanced

design will be preferred

Optimized designs also guide AI research decisions: preference

will be given to research projects with components required by the

optimized designs

Because of the above, you should make custom designs that use the racespecific

tech and tech focuses (from Empire Policy) for the race, otherwise

there will be many required research paths, and research will be diluted, e.g.

Boskara designs should utilize Shaktur Firestorm torpedoes (race-specific

tech), and Phasers (Empire Policy tech focus)

Creating New Custom Design Files

Create custom designs in the Design screen and then save them to a file

Ideal setup to create new designs is to start a new game at max tech level

(Level 7) so that all components are available, then create custom designs at

various tech levels (different components that become available at different

times in the game)

Note that saved designs preserve the ship/base picture and any race-specific

tech, so design files probably should not be shared between races - i.e. you

should create different custom designs per race

Lowered required file permissions for reading custom Empire Policy files -

this should ensure that these customized files are always used when their

Theme is enabled. Also should no longer matter whether customized file

properties are read-only or read-write

Characters

Increased maximum skill count for intelligence agents from 3 to 4.

Increased chance of randomly generating new intelligence agents.

Reduced memory consumption when have many characters, especially in

custom themes with unique character images.

Fixed bug where if your race has a victory condition to keep it's leader alive

then you will not get any replacement leaders after your initial one is lost for

whatever reason (e.g. dismissed)

Fixed bug where foreign characters (e.g. invading general of another empire)

were being assigned to the winning invading empire when the colony is taken

over.

Fixed bug where characters on ships that you take over remain in their

original empire.

Fleets

Fleets no longer auto-refuel when ships under construction mistakenly

triggering refueling.

Fleet mission "Repair and Refuel" (from Action button) now correctly both

repairs AND refuels all ships.

Now ensure that automated fleets intercepting enemy forces wait at defend

location until enemy attack force arrives.

Military ships no longer jump out of a system to pursue escaping enemies

unless manually ordered to do so.

Ships no longer flee from disabled threats (e.g. threat is non-functional, OR

cannot move and is out of weapons range, OR has no weapons or fighters).

Manually controlled fleets now automatically refuel as needed if a refuel

location is in the same system.

AI fleets more careful about invading colonies with adequate attacking troops.

o Changed fleet posture setting: for the AI to alter the posture of a fleet both the

following conditions must be met: Fleet Formation is automated AND the

fleet itself is automated.

Fixed situation where gain control over an enemy fleet when you gain some of

the fleet's ships when taking over a spaceport where they are retrofitting.

Queuing construction ships to build new mining stations and other bases using

Action buttons now works better: idle construction ships are given much

higher priority when selecting which construction ship to use.

Improved stickiness of defense fleets to defend target

Ships and Patrolling

Rebalanced AI selection of patrol locations for automated military ships - now

avoid too many ships patrolling same location.

Improved patrol missions - automated ships now patrol for longer at a

location.

Military ships no longer keep engaging threats after manually ordered to do

something else. (manually-assigned missions now always override

engagement stances)

Troop loading improved - all available troops at a colony will be loaded when

a ship or fleet is ordered to pick up troops.

Ships and fleets now more persistent when patrolling planets - will patrol

longer

Automated military ships now better at prioritizing which mining stations to

patrol, more importance given to fuel sources.

Freighters

Ensured freighters carry minimum amount of resources for orders (thus less

trips) - especially affects bases in deep space that need constant fuel

replenishment.

Added further fixes to ensure that freighters do not attempt to dock at

incomplete space ports (i.e. no docking bays), but instead dock at colony of

space port.

Further improved freighter availability by reducing empire willingness to do

freight missions for other empires.

Freighters no longer attempt to dock at unfinished space ports, but instead at

the colony.

Colony Bombardment

Increased reputation hit from bombarding colonies.

Fixed bug where bombarded colonies that were totally wiped out were

becoming 'lost colonies' that could be acquired.

Rebalanced bombardment so that colony damage occurs at a slower rate.

Fixed bug where bombarded planets (zero population) were often becoming

lost colonies that could be reacquired when visited.

Increased damage to troops from bombardment.

Diplomacy

Fixed Protectorate display in Diplomacy screen. (narrow end was wrong)

AI empires now give diplomatic gifts only when other empire's evaluation

drops below friendly threshold.

Fixed AI empires sometimes canceling military refueling rights when have

Mutual Defense Pact.

AI empires now more likely to use Trade Sanctions against other empires.

Ensured that invalid advisor suggestions in diplomatic message panel are

removed, e.g. treaties no longer valid, bases already built, etc.

Fixed bug where other empires were asking you to remove military forces

from system when they were no longer present.

Fixed bug where Shakturi would sometimes not declare war on the Ancient

Guardians (Return of the Shakturi storyline).

Fixed bug where AI empires would initiate trade sanctions and then

immediately lift them.

Fixed bug where AI Empire in Mutual Defense Pact with you sometimes

mistakenly cancels treaty.

Fixed bug where setting a subjugated empire free sometimes did not remove

visibility of all their ships.

Victory Conditions and Game Balance

Altered default victory conditions settings: territory, population, economy

now all 33%. Default Time To Apply = 20 years (up from 10).

Altered default pirate proximity for new games to Average (was Nearby).

Fixed bug for the Boskara race victory condition "Control the most

Homeworlds" (was not including defeated empires when counting

homeworlds).

Increased costs for some pirate offers: independent colonies now 20000 (up

from 5000), special discoveries now 30000 (up from 10000).

Ensure player always has nearby supply of Caslon fuel at game start.

SilverMist space creature is prioritized as bigger threat by the AI.

User Interface

Increased font size for project descriptions in Research screen.

Improved description of Intelligence Agent traits Sober and Addict to explain

that these apply their bonuses only when the character already has the relevant

skills.

Now refresh selected empire information in Diplomacy screen when close

conversation window.

Now properly revert zoom level when load saved games.

Fixed missing text for title of message when civil war or revolution in another

empire.

Increased size of popup message panel so that message text not cut off.

Slightly widened diplomatic relation info section in empire list area of

Diplomacy screen.

Added ‘Move to Top’ button in construction queues on Ships and Bases

screen.

New Start Game options: empire territory colony influence size slider

(defaults to current setting), maximum colonization range slider (this is off by

default).

Colonization range limits are now off by default in Start New Game screen.

Crash Fixes

Fixed rare crash when zooming out to galaxy level

Fixed rare crash when checking colony resource bonuses

Fixed rare crash when opening Troops screen

Fixed crash when editing development level on super-high quality planets

(185+)

Fixed crash when starting new game after reverting from Theme with many

custom races

Improved memory management to further minimize out of memory crashes.

Fixed rare crash when new resource appears at colony.

Fixed rare crash when evaluating ship commands.

Fixed crash when using game editor to change development level on highlydeveloped

planet (160+).

Fixed a crash that could occur when exiting the game

Fixed rare crash when independent colony becomes a new empire

Fixed rare crash when drawing system links

Fixed rare crash when AI assigns blockade against colony

Fixed rare crash when manufacturing components for construction

Fixed rare crash when editing an empire with very high war weariness

Fixed rare crash when zooming into systems.

Fixed rare crash in diplomacy.

Fixed crash when take over colony with un-owned troops.

Fixed crash when building ships.

Fixed crash when ships exit hyperspace.

Fixed a number of rare crashes related to ships.

Fixed crash when AI disbands excess troops.

Fixed crash when an empire's last colony is wiped out through bombardment.

Fixed crash when assigning ship mission.

Fixed rare crash when empire is destroyed.

Fixed occasional crash when independent space port scrapped ships.

Fixed occasional crash when assigning pirate ship missions.

Fixed crash when reviewing system threats.

Fixed rare crash when invade colonies.

Fixed rare crash when disbanding troops.

Fixed other rare crashes

Bug fixes

-Fixed bug where game would sometimes lockup.

-Fixed rare situation where ships would sometimes not undock properly,

preventing hyperjump from working.

-Fixed bug where moving to another ship that then hyperjumps would drag the

other ship through hyperspace.

-Fixed bug where planets would sometimes become invisible.

-Fixed bug where could build wonder twice at colony by accepting advisor

suggestion.

-Fixed bug where could not build bases that are over construction size limit at

colonies.

-Fixed issue where some ruins could not be investigated.

-Fixed bug where destroyed planets were sometimes not properly removed

from galaxy.

-Fixed rare bug where a unique asteroid field comprised of barren rock planets

would appear.

-HyperStop Gravity Well Projectors now also stop pirates from jumping close

to target

-Fixed situation where too many mining ships of the same empire were

clustering around a single planet/moon/asteroid

-Fixed bug where you could sometimes still colonize planets that were outside

colonization range.

-Fixed display bug when describing happiness bonus from ruins in Colonies

screen.

-Can now build both mining stations and resort bases at same location if

scenery at location.

-Fixed bug where Ardilus creatures were sometimes not visible.

-Space ports built from advisor suggestions are now located over colony

instead of further away.

-Fixed empire territory bug when invade enemy colony (was not updating

territory display properly)

-Fixed bug where mining ships were not completing a mining mission when

the planet that they were mining was colonized (they were stuck)

-Fixed bug where sometimes the wrong tech focuses were saved in Empire

Policy files

-Fixed bug where alien race descriptions were missing special tech descriptions

when starting second game in a session

-Fixed problem where retrofitting a ship or base with damaged components

would cause components to be lost.

Other

-Gas clouds with gas mining stations now properly excluded from potential

mining locations in Empire Navigation Tool and Expansion Planner screen

(note that gas clouds allow more than one empire to build gas mining stations

at them - but only one per empire).

-Improved overall game performance

-Improved mining ship target selection - now mines at planets/moons/asteroids

that are nearer to your empire

-Construction and mining ships now properly flee from nearby space creatures

-Fixed mixed up setting for Empire Policy setting "Prompt for Retrofit when

new tech becomes available" - now properly allows auto-retrofitting

regardless of this setting.

-Allow placement of resort bases in the game editor at non-planet locations.

  • Last update: Friday, August 24, 2012
  • Genre: Strategy
  • File size: 12.4 MB

Files for Distant Worlds: Legends

Name

Type

Size

Date

Total

7 days

Distant Worlds: Legends - v.1.7.0.6 patch 11.7 MB 12/13/2011 666 0
Distant Worlds: Legends - v.1.7.0.16 patch 12.4 MB 8/24/2012 635 0