Difference between revisions of "The Last Federation:Post-2.0 Release Notes"

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== Version 2.002 ==
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(This isn't done yet, we're still working on it.)
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== Version 2.001 ==
 
== Version 2.001 ==
(This isn't done yet, we're still working on it.)
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(Released November 13th, 2014)
  
 
* Updated the "What's New" link to point to this page rather than to the prior release notes page.
 
* Updated the "What's New" link to point to this page rather than to the prior release notes page.

Revision as of 16:32, 13 November 2014

Version 2.002

(This isn't done yet, we're still working on it.)

Version 2.001

(Released November 13th, 2014)

  • Updated the "What's New" link to point to this page rather than to the prior release notes page.

Betrayal Mode Balance (Responding To The Bumrush Tactic)

  • In betrayal mode, every time you capture a planet that is not your original planet, a variety of consequences now kick in:
    • You lose 25 influence with all other surviving races (that number shifts up or down some by difficulty level).
    • All planets belonging to other surviving races start working extra hard for 80 months, tripling the speed at which they produce armadas.
    • All non-spacefaring races drop their time-to-spacefaring to 2/3 of what it previously was. But not lower than 4 months remaining. Again, out of fear.
    • All surviving races gain a substantial combat bonus to their space forces based on the maximum number of planets you have ever simultaneously held. It shows up as fear of the growing hydral empire.
      • They also gain a much smaller (1/8th as much) bonus to their ground forces based off that same fear.
    • All other surviving races get a fear-based boost to their science production for 80 months after the player captures a planet. The boost amount varies by difficulty level.
    • A message pops up explaining these things the first time you take a planet in betrayal mode.
    • Thanks to chemical_art for inspiring these changes.
  • In betrayal mode, once you hold 4+ planets, you start losing some influence each month with the other races, similarly to what happens in the main game with races who gain a fear empire (which you now basically have).
    • Thanks to chemical_art for inspiring these changes.
  • The races now use their "fear of federation" buildings properly in betrayal and invasion modes, based on the number of planets controlled by the aggressors in those modes.
  • The resource costs of creating and upgrading armadas have been reduced substantially (the credit costs remain the same except for upgrades, however).
    • The idea here is that now the player armadas are vastly more viable, particularly if the player puts time into upgrading them.
    • Thanks to chemical_art and Eternaly_Lost for inspiring these changes.
  • The player now has a starting cap of armadas of 5, rather than 3, although they still start with 3. The XI and XII armada cap tech upgrades have been removed from the game. They were so ludicrously so far out that they were unlikely to show up in most games, anyhow.
    • With the ability to have more armadas, players are now able to project force to more locations early in the game.
    • Thanks to chemical_art and Eternaly_Lost for inspiring these changes.
  • In betrayal mode, the player now starts out with a substantial amount of credit, depending on the difficulty level chosen.
    • This gives you a lot of flexible options right from the start, ranging from more armadas to better armadas to other things.
    • Thanks to chemical_art and Eternaly_Lost for inspiring these changes.
  • In betrayal mode, player armada construction and upgrades now happens 10x as fast as before.
    • This makes them significantly more viable for defense and offense, without making it so that you can insta-create them at will.
    • Thanks to chemical_art and Eternaly_Lost for inspiring these changes.

Previous Release Notes

The Last Federation Post-1.0 Release Notes