Distant Worlds 2

Distant Worlds 2

XL
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Update: 15 Nov, 2024 @ 12:10pm

1.30.7

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