The thread has now been updated with new download links for Diplomacy v1.32 versions of all the mods. Enjoy.
SGRaces d1.05 Change Log:
-Compatibility update for SoaSE Diplomacy v1.32.
-Fixed ommission of intial racial diplomatic modifiers between several races.
-Implemented Dunkelzahn63's list of error correction changes across mod entities.
-Revised Pacts: Trade, Metal/Crystal, Research, Phase Jump, Mass Reduction, Supply.
-Excalibur Battlecruiser Ion Blast can no longer affect capital ships. Increased antimatter cost, cooldown and duration.
-Revised Pacts: Efficiency, Armor, Antimatter, Beam, Shield, Weapon Cooldown.
-Reduced range of Loki Trickster Usurpation ability from 5000 to 2500.
-Added 2 new research entries: Structural Refinement and Ultra-Light Materials, which reduce mass of Asgard ships.
-Fixed incorrect price on Advanced Inter-Species Affinity research entry.
-Added capital ship acceleration buff to Maneuvering Thrusters research.
-Tweaked capital ship experience gain research entry gain rate and increased gain level cap to 5th.
-Revised Pacts: Metal/Crystal, Armor, Antimatter, Tactical Slots, Thrusters, Weapon Cooldown.
-Hive Ship: Increased hull points gained per level.
-Hive Ship Malevolent Aura: Stackabled to 3. Halved miss chance and damage debuff but added ability cooldown debuff.
-Added new Multi-Targetting research: Allows Hives to fire at 2 targets per bank.
-Doubled size of Hive ship model.
-Spire Battleship: Increased base hull points.
-Spire Battleship: Added AntiModule role. Changed secondary weapon to forward firing anti-module damage.
-Spire Battleship: Added left and right banks to primary weapon.
-Spire Bolster Fleet: Stackable to 4. Halved Miss chance buff.
-Defiler Siege Frigate: Removed AntiModule role. Changed weapons to anti-heavy damage.
-Added Psycho Metamorphosis ability to Mindshredder Cruiser: Stackable to 5, grants bonus armor and damage reduction.
-Added ability access research for Psycho Metamorphosis.
-Added Psychic Rejuvenation ability to Marshall Support Cruiser: Stackable to 5, grants antimatter restore and ability cooldown
-Added ability access research for Psychic Rejuvenation.
-Fixed incorrect price on Advanced Voice of Unity research entry.
-Revised Pacts: Trade, Metal/Crystal, Market, Tactical Slots, Energy Weapon Cooldown, Weapon Cooldown.
-Jan'Tak Ion Blast antimatter cost increased, duration decreased.
-Revised Pacts: Culture, Market, Metal/Crystal, Phase Jump, Tactical Slots, Supply
GalaxyMod d1.05 Change Log:
-Compatibility update for SoaSE Diplomacy v1.32.
-Resource asteroids on Slave Shielded Worlds can now be captured as neutral resources.
This update includes a large number of behind the scenes code fixes/corrections. Thanks to Dunkelzhan63 for his help with that. I'm not sure what impact these fixes may have but during a multiplayer play test last night my co-tester did comment that he thought the game was running smoother than in previous versions.
The Asgard saw a couple additions this update, designed to further differentiate them from the other races and add to their unique characteristics. Two new researches that play into their "highly mobile" nature have been added. Their late game "constant experience" for cap ship research has also been improved, giving them the ability to deploy much more powerful capital ships in the late game without the need to train/invest them (Edit: There is a mistake in the readme concerning this, it should say 6th, not 5th level). With the revised pacts in this version, the Asgard an Ori no longer have the most (in my opinion) mutually beneficial pact cohesion. Instead I believe that distinction now belongs to the Asgard and the Ancients, which makes far more sense.
The Wraith saw the most significant changes this update. I decided to leverage ability/buff stacking to give them a boost in late game power. A couple of their old abilities such as the Spire's Bolster Fleet area of effect may seem weaker by stats at first glance but Bolster Fleet now stacks up to 4 times in overlapping areas of coverage, giving a larger overall boost. The Hive's Malevolent Aura now stacks to x3 and has an added debuff as well. Two new x5 stacking area of effect buffs have been added for the Mindshredder and Marshal Support cruisers as well.
The Wraith siege frigate no longer doubles as their anti-structure frigate. The primary weapon on the Spire has been expanded to include the damage from the previous secondary weapons and the secondary weapon has been changed to anti-structure. Along with a boost to hull points, this should make the Spire a much more useful and effective means of dealing with starbases and other defensive structures. I also think it's a much more natural role to have on the Spire than on the Devourer.
Finally, the Wraith Hive Ship can become much more powerful in the late game than it could in previous versions of the mod. A research entry has been added that allows a secondary targetting bank to all it's weapons (meaning that it can fire at twice as many targets simultaneously like a starbase or the Ori cap ships), effectively doubling total possible damage output. With a pact in place this can be increased to 3 banks, potentially trippling it's firepower.
So far, all the above changes seem to have turned out fairly well. I'll be interested in hearing what you guys think, particularily those of you who commented that the Wraith were underpowered in the late game in previous versions and how this round of additions helps in that.