Distant Worlds 2

Distant Worlds 2

XL
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Update: 15 Nov, 2024 @ 5:42am

1.30.6

Update: 14 Nov, 2024 @ 7:56am

1.30.5

Update: 8 Nov, 2024 @ 4:57pm

1.30.4

Update: 2 Nov, 2024 @ 10:19am

1.30.3

Update: 1 Nov, 2024 @ 12:32pm

1.30.2

Update: 27 Oct, 2024 @ 7:32pm

1.30.1

Update: 24 Oct, 2024 @ 9:57am

1.30.00

Update: 19 Oct, 2024 @ 3:41pm

I've moved the beta over to the XL Beta workshop item - go subscribe to and use that if you want the new features!

Update: 19 Oct, 2024 @ 6:45am

### v1.20.17
- Updated to 1.2.6.6 Public Beta (REQUIRED)
- Moved XL tech IDs to 5K+ to avoid conflicts with vanilla, which have started into the 1K range
- Removed racial +10% colony income, and shifted that to the deadciv ruins, which now peter out ~ 60y into the game

### v1.20.16
- Gave all races bombard preferences (now that AI bombards)
- Gave all races +10% Colony Income to help ameliorate the draconian economic implosion of vanilla
- Reduced cost of Advanced Medical Centers to 10K / 500 upkeep for much the same reason
- Added "deadciv ruins" feature for homeworlds to help compensate for economic changes to core engine
- Increased some later game research costs
- Made some of the shakturi files permanent members of XL so I can integrate them more tightly
- Dhayut: Reduced energy efficiency of Velocity Hyper Drives
- Dhayut: Reduced AI beelining to top tier Velocity Drives (some)
- Dhayut: Nerfed troop stats a bit
- Volcanic Habitat techs are now restricted to supher loving races only
- Non-Volcanic Habitat techs are now verboten to supher loving races
- Revamped Racial Habitability (all races are much more adaptive)
- Simplified spaceport sizes
- Increased capacity and health of spaceports
- Made Polymer have a chance to appear on all nitrogen-oxygen-carbon dioxide worlds
- Added facility maintainance reduction to advanced administration facilities
- Allows home ruin generation on all tech level starts (if racial stories are enabled)
- Increased capacity of research stations
- Corrected some DD II and III hangar bay counts
- Assault pods now have a separate timer for invasion vs. raids
- Planetary facilities should be more resilient
- Removed initiation costs from t0 techs (except for the few that count as higher level but are in the t0 column - typically racial or story special techs)
- Improved reactor efficiencies across the board (sick to death of fleets and ships forever being out of fuel)
- Increased energy requirements for hyper drives so that they are more balanced against firepower energy requirements
- Reduced hyperdrive speed increases from 50% per generation to 25% per generation (after T2) which should narrow the gap between the higher and lower tech empires a bit
- Added wormhole drives for every tech tier (2..10) in line with other XL drives
- Increased capacity of monitor stations

### v1.20.15
- Added "palaces" for Cell Hegemony and Harmonious Utopia
- Restricted colony catastrophes to 1/y
- Added sensor bonuses to MSP, LSP, and Monitor Stations
- Reduced engine countermeasures overall and normalized all lines to be on a similar schedule
- Haakonish: Improved their racial story cost/reward balance
- Fixed: Defense, Maelstrom Blasters [PD] are now correctly a member of the Blasters weapon family
- Fixed: Haakonish Cruiser I unbalanced PD weapons on the main hull
- Policies: flattened all of the old racial policies except for hyperdrive selection factors to try to help move things to the new player driven selectors

Update: 19 Aug, 2024 @ 1:49pm

### v1.20.14
- Fixed: Removed 2nd aux hanger from Human DD II
- Fixed: Hyperion [M] component ID to be the same as base game
- Fixed: Gave Galactic Command Network a unique family (vanilla has it conflict with Gizurean Terminal Operations Center)
- Fixed: Reduced defense slots for Spaceport I
- Fixed: Removed dependency on hangar bays from carriers (too messy)
- Fixed: Ackdarian Cruiser III unbalanced weapon mount
- Fixed: Kasim is just a planet - removed broken storyline entirely
- Fixed: Mortalen start with T0 of their multilock targeting system
- Fixed: Mortalen Cruiser II and III small front mounts should have been same as Cruiser I and IV
- Fixed: Overlapping tech for Firestorm Torpedoes T3
- Fixed: Shipboard Marines V now requires all 3 prerequisites (and a few other techs that had the prerequisites goofed up)
- Monarchy: now gives partial completion to military crew compartments as well as civilian ones
- Hive Mind: boosted "Seat of Consciousness" facility
- Hive Mind: offers 200% bonus to its leader
- Hive Mind: improved income
- Hive Mind: leader lasts 500y (was 150y)
- Boskara: boosted habitability on Rocky Volcanic (native) planets
- Boskara: default policy includes minimal point defense (instead of none)
- Boskara: no longer have a -15% on high tech (just on all tech)
- Updated construction tech tree a bit (moved transports below military ships, integrated escorts into main combat tech lineage)
- Repeatable tech (Infinite Terraforming) now affects all earlier facilities to offer more flex with choosing to build the right one for the job
- Limited Colonizer Biomes to 50M
- Allowed multiple biome modules on larger domesticator hulls
- Reduced costs of Terraforming Facilities by about 20%, and improved early repair rates
- Updated some asset bundles from Salemonz
- Rebalanced reactors and hyperdrive energy use balance (hyperdrives consume much more energy now, reactors produce a bit more)
- Thrusters now have different static energy use levels to help differentiate hungry vs. efficient lines
- Hyperdrives also have varying levels of static energy use to help differentiate hungry vs. efficient lines
- Firestorm Torpedoes [M] and [L] have some bombard values
- Scaled all ships and bases display size to directly relate to their actual build sizes
- Vortex engines are now size 18
- Reduced build speed penalty for most things (based on -5% increments instead of -10% increments)
- Increased range of PD weapons (from 1/3 to full base range)
- Increased range of Strikecraft weapons (from 1/3 to 1/2)
- Rebalanced energy envelopes for strikecraft reactors and components
- Added some character boosts to Ancient and Darkness governments
- Cut frequencies of disasters in 1/2 (Earthquakes, Tsunamis, ...)
- Endgame Beams Weapons now start at some bypass and increase with tech level (rather than starting with the full 100% bypasses)
- Updated some component names so that things are better organized in the ship designer