Balance fine tuning and some new race perks taking advantage of UCP 6.4 features (requires 5XCPC)
- Fixed a blueprint issue with advanced military outpost that causes it not to prioritize heavy mount weapons.
- Fixed an issue where fighter garrison can't be targeted by missiles because it has the wrong shield boundary configuration (also in UCP).
- Fixed the inferno transformation description to reflect that it transforms barrens, not terrans.
- Espionage changes:
- Sabotage duration reduced to 4 turns from 8
- Contaminate duration reduced to 8 turns from 10
- Steal tech duration increased to 20 turns from 10, XP per turn reduced to 5 (from 7), and base risk increased to 0.85 (from 0.8)
- Infiltrate empire duration reduced to 6 turns from 8
- Revolt XP per turn reduced to 7 from 10
- Espionage descriptions and tooltips updated.
- Stealth suit changed to -20% (from -25%)
- increase build cost and upkeep of normal and advanced missile base, orbital battery, and fighter garrison.
- Microlite construction changed to -20% cost instead of -25%
- Increased the RP requirement to end the Plague and Supernova events to 100 and 250 respectively (from 50 and 200)
- Corrected the tooltip values for scanner bonuses. The new values reflect the bonuses actually given in game, which means the actual scanner range has not changed.
- Added 1 bomb to troop transports and to all AI ship blueprints that didn't have one. The AI does not consider a ship a miltary ship unless it has a bomb. Reduced bomb counts on other blueprints to compensate. Should improve AI behavior during wars.
- Planar transcendence now offers a choice between particle beam and chromodynamic bomb because some players want to exclude beams from their blueprints and every other beam is a choice.
- Increased death ray armor penetration from 25 to 35, putting it above plasma beam and increasing its effective damage by 40%. Should provide a more formidable Guardian, a better reward, and the Antarans won't need to send as many ships
- Updated some AI build priority settings to hopefully get them to build a bit more optimally, particularly getting planetary defenses up a bit sooner
- 5XCPC: New optional starting techs for custom races: Reinforced orbital weaponry, Cloaking device, Multistate insulator, Interplanetary administration, Advanced city planning
- 5XCPC: Darloks given starting cloaking device and +10% security instead of +25% beam defense and +20% security
- 5XCPC: Added "hyperspace flux immunity" perk to Special Abilities for custom races (1 point)
- 5XCPC: Extended hyperspace flux turn length
- 5XCPC: -50% assimilation rate perk now -2 points instead of -1
- 5XCPC: Klackons gain +25% ground combat rating
- Reduced size of cloaking device and scanner beacon
- Changed some uber planet pollution degradation biomes. For example, inferno can now decay to barren in the outer orbits.