Greetings!
We are very pleased with the reception Crusade has received so far! Glad you like it!
We have also received a ton of feedback and, unfortunately, cases where the data from the base game crept into Crusade.
The first update, includes a new map to replace the Insane map size for people who are not just insane but are ludicrously insane.
We expect to release this during the week of May 7th.
[Unreleased]
== Life destroying map size changes ==
Map sizes made bigger:
== AI updates ==
== Recommended Player per map size changes ==
== Hull Changes ==
== Balance ==
== Performance ==
== Visuals ==
== GOG ==
== Tech Changes ==
== Flavor ==
== Bugs ==
== Multiplayer ==
Everything sound good, but I suggest keeping the Insane map size separate at 400 hex sectors between Excessive and Ludicrous.
Maybe eventually but replacing a galaxy is a much quicker task than creating an entirely new entry complete with all its associated settings, art, etc.
The new excessive size is just about the same size.
If you are not getting a raise for this i will be minor upset.
Glad to see that synthetics getting some love. Very hard to play without decent eco buildings. And hopefully the pop cap increase techs work properly now.
Wow, wow, and double wow. That is a lot of fantastic sounding tune ups! Everyone of those changes represent individual improvements in gameplay that should have a significant aggregate gameplay effect. Very nice polish work. Great reaction to feedback.
And the AI is starting to live up to all your bragging and threats. That is scary and thrilling all by itself. Another sign of learning from users and user input.
I agree with Rhonin, keep the Insane and add the Ludicrous. I have been both insane and ludicrous myself at various times. There is a difference.
sorry: extraneous post. Please ignore
I don't get paid. I do it because I enjoy it.
Only change I don't like is the thulium hull nerf. I can understand some reduction, but this is way too much.
i always though the hull module in the base game was garbage, but I finally liked it in crusade. But now it's back in the garbage bucket.
Looks great. The game just continues to improve. Also, if you wouldn't mind clarifying or sharing your thoughts on the matter, now that synthetics now increase population by the Propagation project by 1, will there be any way to increase population more quickly later on? The +50 science when you create a pop is nice, but it would be nice to be able to do something similar to the previous fast assembly projects. You could explain why this is the case so I can better understand your reasoning if this is intentional?
The only useful situation i seen so far is to use it on Tiny or Small ship with Living Hull tech from Iconian tree. You get more effective HP that way.
@Frogboy
thanks for the heads up.
Some items I am missing: - will synthetic popcap actually work? It did not for me so far. I could go beyond it without repercussions - I am not sure whether this is inentional: normal morale buildings are not accessable without abilities. The problem seems to be, that the branch is rooted in tourism, which you only get for diplomatic ability - One of the scavenging techs promisses +1 mining, I didn't check, whether it does so. - Knowledgeable only unlocks the first gravitonics tech (thalan hull capacity), Time travelers unlocks the other two, but you need knowledgable, since time travelers dont have the first gravitonics tech. - synthetics seem to be missing the colonization tech for toxic and nuclear worlds - for amphibious races, the first food tech after Planetology does nothing. Food buildings are unlocked 1 tier later each. Not sure if this is intentional, but the empty tech sucks.Items I am curious about: - is it intentional synthetics don't have shipyard projects? I kinda ran into trouble getting arnor spices (for archeology modules) with my ancient synthetics. - using slavers ability without unrelenting, locks your civ out of many research improvements, intentional? - what are your plans for evasion? Right now it can be incredibly cheesy, due to having the right combination of techs and/or the tactical speed components. Reaching 100% evasion is not exactly hard. late in the game. I actually managed to do so with my first medium ships. This just lets you completely ignore the defense tech branches. Not to mention, the engine branch now is incredibly attractive as an alternative to defense. - colonizers ability: can the free improvement be extended to colony uniques? With the normal improvements nerfed in this release, I don't see this ability to be particulary valuable. - adaptabel could unlock the tech instead of giving the ability to colonize etreme worlds. That way it would offer the additional advantage of saving tech time and giving fast access to the specializations. The previously iconian tech for having no drawbacks on all extreme worlds could also go here.
5 hp is reasonable. It still outperforms defenses up to the third tier, but that's why it costs thulium. In vanilla it sucked because you were sacrificing a precius thulium data archive or an evasion fleet booster for it, but given how resources work now, I think this is fine.
Good stuff here, ludicrously quick turnaround. Looking forward to it!
Yeah all this time and the game still doesn't work.
Great to get quick updates fixing issues and some balance changes here's my list what I'd like to see next patch. Quality of Life/Balance relatively easy fixes.
1. Asteroid Notification if any come within your influence (they're so important you don't want to miss out on not mining them immediately)
2. Individual Hotkeys for Ships/Planets/Starbases/Shipyards tab key for all is not enough. It causes a lot of unnecessary micro without hotkeys. You've done a good job of removing it in other areas e.g. economy and construtor/transport spam. More hotkeys are needed! Ships especially!!!!!!!!!!
3. Rush buy possible from Govern Screen on items, it's not currently.
I also didn't see a fix/solution in the list to the permanent loss of administrators especially in regards of disbanding e.g. starbases/survey ships I don't think anyone was for the status quo in the other thread the only disagreement is the solution, a 20 turn cooldown to get them back would work best imo. To penalize mistakes and prevent tactical disbanding etc.
I think the leader "fix" was a bad one the 6% alone still makes them better than other citizens. I would give the economy leaders e.g. scientist/engineer 1 point in raw in their fields both at galactic level and local planet level raise their galactic percentage to 5%. Also when leveling up at local add 5% not 1%. The Leader should get 1 in raw back but lower the 6% to 3% their flexibility makes up for the loss. With the current "fix" I would still only hire leaders over other econ citizens in vast majority of circumstances.
Drengin start with planetary invasion Brad, you're effectively giving them free planets. No one else can make legions to defend against them for some time... a bit generous no?
I VERY strongly feel that no race, whether custom or standard should be able to start with free Planetary Invasion!!
The Drengin are offering me slaves.
What is your offer?
But yea, that's a good point. I think the Conqueror trait is going to have to be looked at.
Slaves in Santa Outfits.
And my reply #14 what do you think of that?
Speaking of offers my Crusade YT videos have more views than some of the people Stardock (sponsored), would be nice to get an offer myself in future
Done.
Conqueror Ability now provides +1 to military, no longer gives invasion tech but doubles the quality of the legions (soldiering ability).
Is it a bug that legions are put right back on board a transport after taking a planet?
Does the player NOT have the choice to choose whether to garrison them or continue invading?
I've posted about this here and on Steam, haven't gotten a response: When you scavenge for Arnorian space via shipyard projects, the good disappears without being used within a turn.
In my last game, the planet was re-taken while the transports were still in orbit. Presumably, they were destroyed. But my legion counted still listed 8 as 'Transport', but the transports were gone. No idea how that is supposed to work though.
So will this fix the numerous trade screen bugs?
And, once again, THIS is why I am loyal to Stardock, and why I have held out for Crusade! I will post elsewhere, but my reaction is very very positive. Please keep scouring the forum etc.
Personally, ship and civ design are my favorite part of the game, and I won't be able to really enjoy them until certain changes are made. But your priorities are 100% dead on! Fix the game's playability first, then work on the niche stuff.
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