Guest User

Untitled

a guest
Feb 22nd, 2018
120
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 39.64 KB | None | 0 0
  1. as been added to the game, and it is required to travel through Wormholes
  2. * Gateway Activation technology has been added to the game, and it is required to activate Gateways and to travel through them
  3. * Gateway Construction technology has been added to the game, and it is required to build new Gateways
  4.  
  5. # Traits
  6. * Traditional species trait has been added, which increases unity output
  7. * Quarrelsome species trait has been added, which reduces unity output
  8.  
  9. # Spaceports
  10. * Spaceports as an entity no longer exist, and starbases with shipyards are required to build military ships. Every planet can build civilian ships through the spaceport tab, including Habitats
  11. * All spaceport modules removed from the game. Some were converted into Starbase buildings
  12.  
  13. # Pirates
  14. * Pirates can now spawn in any unowned system near your borders. Pirate spawns keep getting stronger as the game goes on. Pirates will raid systems to destroy mining and research stations
  15. * Pirates cannot spawn during the first 10 years of the game
  16.  
  17. # Sensors & Intel
  18. * Sensor range is now a measure of how many FTL jumps away you can see rather than euclidian distance. A sensor range of 1 gives view of only the same system, 2 of same and neighboring system, and so on
  19. * Intel levels have changed. They are as follows: None (Unknown), Low (unsurveyed but known), Medium (surveyed, not in sensor range), High (unsurveyed, in sensor range) and Full (surveyed, in sensor range)
  20. * You no longer need to survey systems owned by other empires you have comms with. Exception is systems owned by Fallen Empires or Marauders
  21.  
  22. # Edicts
  23. * Edicts now all have an up-front cost and a duration, rather than being able to be toggled on and off. The only exception are one-off edicts such as Land Reclamation
  24. * Removed a bunch of planetary edicts, and many others were turned into empire edicts. In addition, many of them have had their effects tweaked or reworked.
  25. * Recycling Campaign empire edict added to the game, which reduces consumer goods cost
  26. * Healthcare Campaign empire edict added to the game, which increases pop growth
  27. * Education Campaign empire edict added to the game, which increases leader experience gain
  28. * Fear Campaign empire edict added to the game, which increases unity output and xenophobia
  29.  
  30. # Game Setup
  31. * Can now set when mid-game and end-game events will start at galaxy setup
  32. * Can now set overall speed at which tech and traditions are unlocked at galaxy setup
  33. * Can now set frequency of wormholes and abandoned gateways at galaxy setup
  34.  
  35. # Misc.
  36. * Added some new events for gaining additional Precursor artifacts outside of anomalies, this should guarantee that precursor chains can always be completed
  37. * It is now possible to start a game with no other empires in it, but this will disable conquest victory
  38. * You now start with your home system explored, and largely fixed (slightly randomized) number of resources present
  39. * No longer possible to trade star charts with other empires, instead you can trade for communications
  40. * War Philosophy now controls whether or not you can freely make claims on other empires. It is always possible to claim systems of empires that you are fighting a defensive war against
  41. * Broken planets are now their own planet class, instead of using the barren planet class
  42. * The Scyldari are now Spiritualist rather than Materialist, as the prescripted empires were looking a bit Materialist-heavy
  43. * Changed the Iferyx from Xenophobe to Pacifist, and gave them Corporate Dominion, to give them a different AI personality from Yondars
  44. * Added new component reactor booster with 3 levels and accompanying techs - aux slot component that gives extra power to ships, the basic version is available as a start tech
  45. * Mineral Processing technology no longer gives +2000 Mineral storage cap, but rather unlocks Nebula Refinery
  46. * Consolidated mineral storage modifiers from techs into just a few techs instead of spread all over
  47. * Military Stations removed as a buildable station type. They are now Defensive Platforms for starbases.
  48. * Added Resource Replicator building and accompanying late-game tech, which converts 50 energy into 30 minerals per month
  49. * Auxiliary Fire-control aux component added to the game, which is an aux slot component that increases weapon hit chance
  50. * Curators now ask if you wish to renew their research agreement when it ends
  51. * Added a new Corvette-section: Picket Ship with 1 point-defense slot and 2 small slots
  52. * Added Feral Prethoryn events
  53.  
  54. ###################
  55. # Balance
  56. ###################
  57.  
  58. # Important
  59. * Armor has been reworked completely. It is no longer a damage reduction modifier, but rather a separate source of hit point, similar to hull points or shields.
  60. * Weapons can deal additional (or reduced) damage to hull points, armor and shields. Damage is first applied to shields, then armor and lastly hull.
  61. * Most weapons have been reworked in accordance with these new changes. All weapons have been rebalanced according to a 1.3 tech curve, meaning for example that Blue Lasers are 1.3x stronger than Red Lasers (rather than about 1.10-1.15x as before)
  62. * Missiles have been completely reworked. All missiles now use the guided slot and ignore shields completely
  63. * Reactors are now a required component, and are no longer placed in Utility Slots
  64. * Strike Craft now only exist as one entity, and are no longer split up between bombers and fighters
  65. * Point-Defense has been reworked to adjust for new strike craft stats
  66. * You now always start the game with laser, projectile and missile weapon techs, as well as basic shields and armor tech
  67. * Becoming Federation President now requires an empire to own at least 10% of a Federation's total planets, OR at least half the number of planets of the largest member. Empires who do not fulfill this condition will be passed over for leadership.
  68. * Only science ships staffed by scientists can now enter systems that you completely lack intel on (stops 'corvette exploration')
  69. * Added Force Disparity mechanics. In combat, a smaller force that is engaging a larger one (based on total combined fleet sizes) will now get a bonus to firing speed, to make casualties in battles less lop-sided
  70. * Ships now have a chance to disengage from combat whenever they take hull damage while already at <50% health. The chance depends on the amount of damage dealt, the ship size (smaller ships have an easier time disengaging) and ship/country modifiers. Disengaged ships are not dead, but do not take any further part in the combat, and rejoin the fleet once combat ends
  71. * Leaders now cost 200 energy to hire instead of 50 influence
  72. * Resettlement now costs energy instead of influence
  73. * Basic (lvl 0) Farms, Mines and Power Plants removed
  74. * Lvl 1 buildings (Farms, Mines, Power Plants) can now be built on new colonies
  75. * Ship upkeep is now 1% of cost in minerals, and 0.5% of cost in energy
  76.  
  77. # Ethics
  78. * Xenophobe ethics now reduce starbase influence cost by 20%, and claim cost by 10%
  79. * Fanatic Xenophobe ethics now reduce starbase influence cost by 40%, and claim cost by 20%
  80. * Spiritualist ethics now increase unity output by 10%, and reduce edict cost by 5%
  81. * Fanatic Spiritualist ethics now increase unity output by 20%, and reduce edict cost by 10%
  82.  
  83. # Civics
  84. * Buffed Shadow Council to -75% influence election cost
  85. * Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)
  86. * Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research
  87. * Driven Assimilators can now research most Genetics techs
  88. * Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops
  89. * Servitor Morale modifier scaling has been made more granular, updating per every 5% Bio-Trophy population rather than every 10%
  90. * Rogue Servitors and Assimilators can now uplift species
  91. * Corporate Dominion civic now increases Trading Hub energy output by 1, instead of +10% energy credits. In addition, it also unlocks Private Colony Ship
  92. * Imperial Cult civic no longer reduces edict cost by 33%, but rather increases edict duration by 20%
  93. * Cutthroat Politics civic no longer increases monthly influence by +1, but rather reduces edict cost by -20%
  94. * Inward Perfection no longer increases monthly influence by +1, but rather increases edict duration by 10%
  95. * Charismatic ruler trait effect on edict cost reduced from -20% to -10%
  96. * Planetary Unification technology now increases monthly unity by +5
  97. * Distinguished Admiralty civic no longer increases evasion or fire rate, but rather increases admiral level cap by 2
  98.  
  99. # Traits
  100. * Fortifier ruler trait effect changed to reduce starbase upgrade cost by 20%
  101. * Trickster admiral trait now gives +25% ship disengagement chance instead of -50% emergency FTL damage
  102. * Charismatic ruler trait effect on edict length reduced from +25% to +20%
  103. * Deep Connections ruler trait now requires Planetary Unification technology and is no longer available for starting rulers
  104. * Eye for Talent ruler trait no longer increases leader recruitment cost, but instead increases Leader Experience Gain by 20%
  105. * Eager and Newboot now reduce leader cost by -50% (instead of -33%)
  106. * Fertile trait now also increases unity output by 10% and other species happiness by 5%
  107. * Erudite trait effect on leader level cap increased from 1 to 2
  108. * Robust trait gene point cost reduced from 6 to 4, and also increases all pop output by 5%
  109.  
  110. # Technology
  111. * Technology cost is now based on number of owned planets & systems, number of pops has no effect
  112. * Corps of Engineers now increases starbase upgrade speed by 25% and reduces starbase upgrade cost by 15%
  113. * Combat Training technology now gives +15% assault army damage and morale
  114. * Technology is now twice as expensive to research for Awakened Fallen Empires
  115. * Moved some techs to the Computing and New Worlds tech categories, to make them more useful specializations
  116. * Renamed Rocketry category to Propulsion, and moved kinetics weapons tech into it, to make it a more useful specialization
  117. * All technologies should now belong to a category intended for its field, ie no more statecraft technologies in physics
  118. * Gaia Creation technology removed from the game, Gaia World terraforming is now a part of the World Shaper ascension perk
  119. * Planetary Unification technology now unlocks campaign edicts
  120. * Atmospheric Manipulation technology removed
  121. * Terrestrial Sculpting technology now allows you to terraform planets into other climates as well
  122. * Terrestrial Sculpting technology base cost increased from 1000 to 2000
  123. * Ecological Adaptation technology base cost increased from 3000 to 4000
  124. * Ecological Adaptation technology now requires Terrestrial Sculpting instead of Atmospheric Manipulation
  125. * Climate Restoration technology now requires Terrestrial Sculpting instead of Atmospheric Manipulation
  126. * Galactic Markets technology now requires Colonial Centralization instead of Galactic Administration
  127. * Galactic Benevolence technology now requires Colonial Centralization instead of Galactic Administration
  128. * Interplanetary Research Initiative technology now requires Colonial Centralization instead of Galactic Administration
  129.  
  130. # Traditions
  131. * Tradition cost is now based on number of owned planets & systems, number of pops has no effect
  132.  
  133. # Expansion
  134. * Reach for the Stars expansion tradition no longer affects colonization influence cost, but rather reduces starbase influence cost by 10%
  135. * Galactic Ambitions expansion tradition no longer reduces upkeep for frontier outpost, but rather increases starbase capacity by 2
  136.  
  137. # Domination
  138. * Domination adopt effect now unlocks Demand Tribute and Demand Vassalization diplomatic actions instead of the previous effects.
  139.  
  140. # Purity
  141. * Never Surrender purity tradition now increases starbase hull points by +10% and defensive army health +50%
  142.  
  143. # Prosperity
  144. * Administrative Operations now also reduces starbase upkeep by 10%
  145. * Trans-Stellar Corporations no longer unlocks private colony ship, but rather increases energy output by 5% and Trading Hubs produce an additional 1 energy
  146.  
  147. # Harmony
  148. * The Greater Good effect on unrest reduction reduces from 25% to 20%
  149.  
  150. # Supremacy
  151. * Supremacy adopt effect no longer increases border range, but rather increases starbase capacity by 2 and reduces starbase upgrade cost by 20%
  152. * Supremacy finish effect no longer increases fire rate, but instead unlocks War Doctrine policies, which allow you to give different bonuses to your ships
  153. * Master Shipwrights no longer increases naval capacity, but rather reduces upgrade cost by 20%.In addition, the effect on ship build speed has been increased from +15% to +25%
  154. * Right of Conquest now reduces claim cost by 20% instead of war demand cost
  155. * War Games no longer increases admiral level cap, but rather increases command limit by 20 and ship fire rate by 10%
  156.  
  157. # Discovery
  158. * Polytechnic Education effect on leader experience gain reduced from 33% to 25%
  159.  
  160. # Ascension Perks
  161. * Interstellar Dominion no longer increases border range, but rather reduces starbase influence cost and claim cost by 20%
  162. * Mastery of Nature no longer unlocks all tile blocker clearing technologies, but rather gives your planets access to an edict that can permanently increase their size by 1 to 3, depending on their size. In addition, effect on tile blocker clear cost reduces from 50% to 33%.
  163. * One Vision now also increases unity output by 10%
  164. * World Shaper now requires Climate Restoration technology
  165. * World Shaper no longer gives Atmospheric Manipulation technology, but rather unlocks the ability to terraform planets into Gaia Worlds. In addition, effect on terraforming speed removed.
  166. * Voidborne now only requires Star Fortress technology
  167. * Galactic Force Projection effect on naval capacity reduced from 200 to 80. In addition, fleet command limit is also increased by 20.
  168.  
  169. # Crisis
  170. * Reduced the chance of the Contingency crisis triggering
  171. * Contingency now uses particle/tachyon lances instead of Arc Emitters
  172. * Contingency-occupied planets are now left without an owner upon liberation to prevent border gore
  173.  
  174. # Fallen Empire
  175. * It is now possible to spawn 5 fallen empires in a Huge galaxy if you have Synthetic Dawn
  176.  
  177. # Misc.
  178. * No longer possible to release a planet undergoing Stellar Culture Shock as a vassal
  179. * Native Indoctrination now costs energy but gives society research
  180. * Increased the energy cost of native Enlightenment and Infiltration
  181. * Boosted the society output of Passive and Active native observation
  182. * Living Metal now gives -20% Megastructure Build Cost instead of +30% Megastructure Build Speed
  183. * Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare, as the happiness boosts provided were simply not worth the massively increased costs
  184. * Increased effect of leader skill on election support
  185. * Domesticated Prethoryn fleet no longer uses naval capacity, and cannot be disbanded
  186. * Colonized planets and habitats always have a spaceport tab to build civilian ships
  187. * The fleet donated by the Cybrex no longer uses up naval capacity and cannot be disbanded
  188. * Machine Leaders no longer cost 100% more influence (random breakdowns are balanced enough against leader age)
  189. * Afterburners now add some evasion
  190. * Synthetics in Servitude no longer have a penalty to energy production
  191. * Hacking the Infinity Machine is now far more likely to succeed, and yields a better reward
  192. * Self-Modified Pops now count as a different species for the purpose of species rights
  193. * Planetary Shield Generator now only requires Planetary Administration rather than Capital
  194. * Xenophobe empires will no longer experience Pop self-modification, as this would just result in them being instantly enslaved
  195. * Shields and Armor technologies have now had their costs rescaled a bit
  196. * You now automatically have survey data on most systems owned by empires you have communications with. Certain empires, such as Fallen Empires, will not share survey data
  197. * Each ship class now has multiple types of combat computers to choose from, with different combat tactics suitable for the ship class.
  198. * Science, Construction, Transport and Colony Ships are no longer designable, but rather has a fixed cost and are auto-updated with the latest components
  199. * Reworked Enigmatic Shields and Power Cores into Dark Matter Deflectors/Reactors, tier 5 techs that can be scavenged from Fallen Empires
  200. * You can now repair and get reduced orbit maintenance at allied starbases
  201. * The orbit maintenance cost reduction is now applied when orbiting a starbase with Crew Quarters, not when orbiting a planet
  202. * Stars now always have some sort of deposit, so that there are no completely useless systems
  203. * Crystal-Infused and Crystal-Forged plating are now regular utility slot items that add hull points to ships
  204. * Significantly reduced the amount of naval capacity empires get in the late game. Maximum possible naval capacity is now 1000
  205. * Doubled the impact of more advanced thrusters on ship sublight speed
  206. * Shield Capacitors now increase shield hit points by +10% instead of increasing shield regen
  207. * Lowered MTTH on the Dragon's Hoard events
  208. * Most ship sizes can now be inspected, even crisis ship designs
  209. * Defensive Platform build time reduced from 180 to 120
  210. * Defense Platform upkeep costs reduced from x0.75 to x0.25
  211. * Mineral Processing and Advanced Mineral Processing technologies no longer unlock Mineral Silos
  212. * Removed Mineral Silo buildings from the game, and is now instead a starbase building
  213. * Added tradition effects on tech weights for some technologies
  214. * Private Colony Ship is now unlocked by the Corporate Dominion civic
  215. * Authoritarians can now use species-wide slavery
  216. * Equalized combat computer stats and specialized them more towards their specific roles
  217. * Habitat Labs effect on research output reduced from 3/3/3 to 2/2/2
  218. * Gaia Planets and Machine Worlds now have the same cost (10000) and time to complete (7200)
  219. * Gaia World now increases pop output by +10% instead of increasing unity output by +15%
  220. * Machine World effect on pop output reduced from +25% to +20%
  221. * Delicious Titans modifier now gives +20 food (static) instead of +50% food
  222. * Doubled the chance for non-Tomb World colony event chains to fire within the first five years after colonization
  223. * Trader Enclaves now give resources monthly instead of in lump sums when you make a trade deal with them.
  224. * The Artisan opinion reward for patronage is now given immediately instead of monthly
  225. * Demand Vassalization and Demand Tribute diplomatic actions now require Domination Traditions to be adopted
  226. * Art Monument purchase cost increased from 1500 to 3000
  227. * Ministry of Culture purchase cost increased from 2000 to 5000
  228. * Ministry of Benevolence building influence cost increased from 100 to 150
  229. * Ministry of Benevolence building mineral cost reduced from 500 to 300
  230. * Galactic Stock Exchange building influence cost increased from 100 to 150
  231. * Galactic Stock Exchange building mineral cost reduced from 500 to 300
  232. * Research Institute building mineral cost reduced from 500 to 300
  233. * Research Institute building influence cost increased from 100 to 150
  234. * Plague Memorial building effect on happiness reduced from +10% to +5%, but now also produced 2 unity
  235. * Consolidated the three Curator enclaves into a single country
  236. * Energy Torpedoes have been reworked into a long-range plasma-like artillery weapon that go into the L-slot
  237.  
  238. ###################
  239. # AI
  240. ###################
  241. * Major AI work and changes for new and changed features
  242. * Fixed AI evaluation of which portal belongs to which extra-dimensional invader
  243. * Added a 'crisis fighter' AI module used for Cybrex and Sentinels, that should make them more effective at their jobs and less prone to getting stuck
  244. * Roaming space monsters now have their own AI module that should make them less prone to getting stuck or wandering into suicidal situations
  245. * Sectors will now always want to have at least 300 energy left after clearing a blocker, instead of spending their last energy credits
  246.  
  247. ###################
  248. # User Interface
  249. ###################
  250. * 'Maintenance' is now always referred to as 'Upkeep'
  251. * Tooltip for planet view pop counter now tells you the amount of each species on the planet
  252. * Expansion planner now hides planets in other empires' space
  253. * Map icons now differentiate between different kinds of military & civilian ships, and show a different icon for ships that are in FTL
  254. * You can now see in the outliner when you have planets that need buildings or upgrades
  255. * Added more descriptive tooltips to species view to tell you which species are living on which planets
  256. * Added a Help button in the connection window shown when failing to connect to a server
  257. * Systems now have a brief descriptive tag (such as 'Homeworld System' or 'Mining System') shown in the nameplate in system view. This descriptive tag is scriptable in the system_types database folder.
  258. * Added a notification for when an edict expires
  259. * Sensor Range is no longer displayed on the Galaxy Map
  260. * Single ships that are heading to merge with another fleet are no longer shown in the outliner
  261. * Galaxy and system view now show remaining duration in the tooltips for planets with ongoing terraforming processes
  262. * Component Torpedo Slot (T) is now called the Guided slot (G)
  263. * Transport fleets can now be set to aggressive stance. Aggressive stance transports will automatically follow nearby military fleets and invade hostile planets, if odds are favorable
  264.  
  265. ###################
  266. # User modding
  267. ###################
  268.  
  269. # Misc.
  270. * armor_damage can now be specified for components
  271. * Added a hull_damage column to the components sheet which decides how much bonus damage is dealt to hulls
  272. * combat_max_speed and combat_rotation_speed have been removed, only max_speed and rotation_speed are used now
  273. * can_recharge_shield component property has been removed
  274. * Added shipsize_X_hull_add
  275. * Add add_casus_belli effect
  276. * you can now skip the hyperlane creation and the auto discovery of systems created by spawn_system
  277. * Rename on_white_peace -> on_status_quo, on_white_peace_forced -> on_status_quo_forced
  278. * Removed declare_white_peace_with effect
  279. * Added fleet settings can_disband and uses_naval_capacity
  280. * Removed can_support_spaceport option from planet class
  281. * Removed spaceport context switch
  282. * Removed random_spaceport, every_spaceport effects and any_spaceport, has_spaceport_construction triggers
  283. * Removed create_spaceport effect
  284. * added effects add_seen_bypass_type, add_seen_bypass
  285. * Added support for show_tech_unlock_if for armies
  286. * change_species now works to change country founder species
  287. * Civics can enforce species traits on the primary species
  288. * Added new scope system_star, targets the star object in a solar system
  289. * Added new scope capital_star, targets the star object in capital solar system
  290. * Added set_species_flag, remove_species_flag and set_timed_species_flag effects
  291. * Added effect remove_auto_move_target
  292. * Added effect auto_move_to_planet, this makes a fleet automatically move to and orbit the targeted planet
  293. * Added fleet_uses_templates game rule
  294. * Added an on-action for when an auto-moving fleet completes its movement to destination
  295. * Added optional parameter destroy_on_arrival to auto_move_to_planet effect
  296. * Added new effect auto_attack_fleet = { target = <fleet> }, makes a fleet follow and force-attack another fleet regardless of hostility rules. Can be aborted with remove_auto_move_target
  297. * Reworked auto_attack_fleet into auto_follow_fleet with an optional attack_fleet parameter, if off the fleet just keeps following the target
  298. * Fixed every_ship and every_pop effects being read with an incorrect scope
  299. * Files in common/defines and common/sector_settings use UTF-8 encoding (without BOM) to be consistent with other script files
  300. * Added a define to control whether staffed science ships are needed to explore unknown systems
  301. * Scripted base cost for Traditions removed and is now based on a defined base cost
  302. * clear_uncharted_space is now clear_uncharted_space = <Country/GalObj>
  303. * Added leader_age_min and leader_age_max variables for randomizing an age in create_leader effect
  304. * Can now set whether a ship size is able to be inspected with sensors or not using can_be_inspected setting
  305. * Possible to script create_fleet with species name in fleet title name
  306. * Added effect randomize_flag_symbol = <category>
  307. * Add clone_leader effect where the last created leader is cloned
  308. * set_skill effect now ignores level caps
  309. * create_leader effect now takes skill level (skill = 1-10) instead of amount of experience, and ignores level caps
  310. * Added show_notification flag for Casus Belli types
  311. * Add add_static_war_exhaustion effect for planet destruction events
  312. * Add event target for attacking country in add_static_war_exhaustion effect
  313. * Add define for message notification standard duration (30 days)
  314. * ship_emergency_ftl_mult now controls the chance that a ship takes damage or dies during emergency FTL
  315. * Support for Male/Female Second Names in Name Lists
  316. * Added location EventTarget for battle in add_static_war_exhaustion effect
  317. * Add random_owned_starbase effect
  318. * Added add_claims effect
  319. * Added remove_claims effect
  320. * root scope in effect inside create_species now points to root instead of from
  321. * It is now possible to script a limit on how many an empire can build of a certain ship size, potentially scaled to naval capacity
  322. * Add exclusive_trigger to event options that, if valid, disables all other event options
  323. * Use false as default value for is_space_critter (previous named has_leader)
  324. * declare_war, can_declare_war: enemy country is specified with "target"
  325. * declare_war and can_declare_war require the attacker_war_goal to be specified
  326. * Added a should_force_rename setting to governments, that forces an empire renaming if they are switched to or from
  327. * Added set_planet_size effect
  328. * The resettle_pop effect now optionally takes a tile as well, planet does not need to be defined if moving pops on the same planet
  329. * added 'base' parameter to modify_species effect to change the base species of the new species
  330. * Exported orbital bombardment stances into a scriptable database, so new stances can easily be added
  331. * Added a ship size setting for whether designs should have a mineral maintenance cost
  332. * Added tiered_technology_module for country types, unlocks all techs of a certain tier and below
  333. * Armies can now be set as not being limited by number of pops
  334. * Added set_fleet_bombardment_stance effect
  335. * added "can_have_their_comms_shared" to country type to allow countries that have custom diplomacy to be shared with allies
  336. * Added effects add_hyperlane and remove_hyperlane
  337. * change_pc effect now lets you keep the previous planet entity
  338. * added on_action events for on_space_battle_lost and on_space_battle_won the same way other such events are triggered from the combat manager
  339.  
  340. # Defines
  341. * Added CLAIM_COST_MAX define limiting how much a single claim can cost
  342. * Added define SHIP_DESIGN_SAME_NAME_FACTOR
  343. * Renamed WAR_EXHAUSTION_MAX_FROM_UNITS define to WAR_EXHAUSTION_FROM_UNITS_CUTOFF
  344. * Added WAR_EXHAUSTION_SHIPS_KILLED_DIV gameplay define
  345. * Added WAR_EXHAUSTION_HIGH_ALERT define
  346. * Added WAR_EXHAUSTION_PLANET_OCCUPATION_DIV gameplay define
  347. * WAR_EXHAUSTION_MAJOR_WAR_MULT gameplay define is now added to 1.0 before being applied
  348. * Apply WAR_EXHAUSTION_MAJOR_WAR_MULT properly for fleets and armies
  349. * WAR_EXHAUSTION_PASSIVE_GAIN_MONTHLY gameplay define has been reworked into WAR_EXHAUSTION_PASSIVE_GAIN_YEARLY
  350. * The define PEACE_MAX_WARSCORE_TO_DEMAND has been remade into PEACE_MAX_WAR_EXHAUSTION_TO_DEMAND
  351. * Added WAR_EXHAUSTION_PASSIVE_GAIN_MONTHLY define
  352. * WAR_SCORE_MAJOR_WAR_MULT has been reworked into WAR_EXHAUSTION_MAJOR_WAR_MULT
  353. * WAR_SCORE_SHIP_KILL_MULL has been reworked into WAR_EXHAUSTION_SHIP_KILLED_MUL
  354. * Renamed define WAR_EXHAUSTION_FROM_UNITS_CAP to WAR_EXHAUSTION_MAX_FROM_UNITS
  355. * Added define WAR_EXHAUSTION_MIN_FROM_BATTLE which defines the minimum amount of war exhaustion gained from battles that is required for it to be registered
  356. * Rename WAR_EXHAUSTION_X_MUL defines to WAR_EXHAUSTION_X_MULT for consistency
  357. * WAR_SCORE_X defines have been reworked into WAR_EXHAUSTION_X
  358. * WAR_EXHAUSTION_CAN_ENFORCE_SURRENDER has been renamed to WAR_EXHAUSTION_ENFORCE_SURRENDER
  359. * WAR_EXHAUSTION_CAN_STATUS_QUO has been renamed to WAR_EXHAUSTION_ENFORCE_STATUS_QUO
  360. * Added WAR_EXHAUSTION_ARMY_KILLED_MULT
  361. * Added CLAIM_COST_BASE and CLAIM_COST_DISTANCE_{FREE,FAR,COST,SCALE} economy defines
  362. * Rename SET_DEFENDER_WAR_DEMANDS_TIME_LIMIT -> SET_DEFENDER_WAR_GOAL_TIME_LIMIT
  363. * PLANET_DISSOLVE_ANIMATION_TIME_SCALE define has been added to the game
  364. * MILITARY_POWER_ARMOR_DAMAGE_WEIGHT define has been added to the game
  365. * MILITARY_POWER_ARMOR_WEIGHT define has been added to the game
  366. * DAMAGE_REDUCTION, SIZE_MULTIPLIER_DAMAGE_REDUCTION_EFFECT, DAMAGE_REDUCTION_MAX_SHIP_SIZE, DAMAGE_REDUCTION_HIGH, DAMAGE_REDUCTION_HIGH_SCALING, DAMAGE_REDUCTION_MAX defines have all been removed
  367. * MIN_COMBAT_SPEED_FOR_AFTERBURNERS has been replaced with MIN_SPEED_FOR_UTILITIES
  368. * SHIP_SPEED_SCALE define has been added to the game, which decides how the scripted/displayed ship speed scales towards the internal speed
  369. * REPAIR_RATE ship define has been removed
  370. * STARTING_WEAPON_TECHS_ICONS define has been removed
  371. * STARTING_WEAPON_TECHS define has been removed
  372. * OUTPOST_STATION_BUILD_SPEED_MULT define has been removed
  373. * REPAIR_SHIELD_MUL define has been removed
  374. * START_REPARATION_TIMER_DAYS define has been removed
  375. * STATION_SELF_REPAIR_RATE define has been removed
  376. * WAR_SCORE_WARGOAL_MULT define has been removed
  377. * WAR_SCORE_FLEET_COMBAT_WIN_BASE gameplay define has been removed
  378. * WAR_EXHAUSTION_ENFORCE_SURRENDER define has been removed
  379. * WAR_EXHAUSTION_{PLANET_BASE,PLANET_POP,OCCUPATION_MULT,SUBJECT_MULT,SUBJECT_FE_MULT} gameplay defines have been removed
  380. * WAR_EXHAUSTION_SHIP_KILLED_MUL define has been removed
  381.  
  382. # Modifiers
  383. * Added ship_max_damaged_effect static modifier which is fully applied to damaged ships at 1% HP and scaling to nothing at 100% HP
  384. * ship_hull_regen_add_perc modifier has been added to the game
  385. * ship_hull_regen_add_static modifier has been added to the game
  386. * ship_armor_regen_add_perc modifier has been added to the game
  387. * ship_armor_regen_add_static modifier has been added to the game
  388. * ship_shield_regen_add_perc modifier has been added to the game
  389. * ship_shield_regen_add_static modifier has been added to the game
  390. * station_self_repair static modifier has been added to the game
  391. * ship_armor_damage_mult modifier has been added to the game
  392. * ship_armor_regen_add modifier has been added to the game
  393. * ship_disengage_chance_mult modifier has been added to the game
  394. * ship_shield_reduction modifier has been added to the game
  395. * ship_armor_reduction modifier has been added to the game
  396. * ship_speed_reduction modifier has been added to the game
  397. * country_claim_influence_cost_mult modifier has been added to the game
  398. * country_distant_claim_influence_cost_mult modifier has been added to the game
  399. * country_claim_distance_mult modifier has been added to the game
  400. * ship_auto_repair_add modifier has been removed
  401. * ship_auto_repair_mult modifier has been removed
  402. * ship_hitpoints_add has been renamed to ship_hull_add
  403. * ship_hitpoints_mult modifier has been renamed to ship_hull_mult
  404. * ship_hull_damage_mult modifier has been added to the game, which decides how much bonus damage is dealt to hulls
  405. * starbase_building_build_{cost,speed}_mult modifiers has been added to the game
  406. * starbase_module_build_{cost,speed}_mult modifiers has been added to the game
  407. * shipclass_<class>_build_speed_mult modifiers has been added to the game
  408. * ship_disengagement_chance_reduction modifier has been added to the game
  409. * ship_shield_regen_mult modifier has been removed
  410. * orbit_repair_effect static modifier has been added to the game
  411. * ship_combat_speed_mult modifier has been removed, only ship_speed_mult should be used
  412. * opinion_white_peace_not_accepted has been renamed to opinion_status_quo_not_accepted
  413. * country_starbase_upkeep_mult modifier has been added to the game, it affects upkeep of all Starbases, Starbase Buildings/Modules and Defense Platforms in empire
  414. * ship_speed_reduction modifier has been added to the game
  415. * ship_speed_reduction modifier has been added to the game
  416. * ship_shield_hp_add has been renamed to ship_shield_add, to be consistent with armor and hit points
  417. * Component armor_value has been removed and is now handled via the ship_armor_add modifier
  418. * Replaced the define for ship orbit reduction with ship_orbit_upkeep_mult modifier, multiplicative on maintenance when ship is docked with Starbase
  419. * renamed leader_influence_x_cost modifiers to leader_x_cost
  420. * shipclass_X_hit_points_mult has been renamed to shipclass_X_hull_mult
  421.  
  422. # Triggers
  423. * Added is_designable trigger which checks if the ship design/ship/fleet is designable
  424. * Added has_auto_move_target trigger
  425. * Added has_species_flag trigger
  426. * added "owns_any_bypass" trigger. Returns true if the scoped country owns a bypass of the type passed in parameter. Ex = "owns_any_bypass = gateway"
  427. * the "distance" trigger can now skip either min_distance or max_distance for when you want don't need both
  428. * New trigger "num_active_gateways" compares the number of currently active trigger to a value
  429. * Removed war_demand_counter trigger
  430. * Removed is_proposing_war_demands trigger
  431. * Added count_starbase_modules trigger
  432. * Added has_starbase trigger and set_starbase_owner effect
  433. * add has_casus_belli trigger to check if a country has a valid CB (any CB or a specific one) on another country
  434. * Added trigger has_hyperlane_to
  435. * Add count_starbase_sizes trigger
  436. * Add any_owned_starbase trigger
  437. * Add using_war_goal trigger
  438. * Add free_army_slots trigger
  439. * expended trigger "is_constructing" to also accept "starbase", "mining_station", "research_station", "observation_post" and specific ship class to see if a constructor ship is constructing it
  440. * {off,def}_war_score_sum triggers have been reworked into {off_def}_war_exhaustion_sum triggers
  441. * {attacker,defender}_war_score triggers have been reworked into {attacker,defender}_war_exhaustion triggers
  442. * Rework is_charging trigger to has_status trigger for checking the current status of colossus
  443. * Added has_orbital_bombardment = yes/no trigger
  444. * Renamed orbital_bombardment trigger to has_orbital_bombardment_stance
  445. * Add is_charging trigger for checking if a colossus is charging to attack a planet
  446. * added triggers has_seen_any_bypass, has_seen_specific_bypass
  447.  
  448. ###################
  449. # Graphics
  450. ###################
  451. * Added new main title screen
  452. * Improved the look of borders in galaxy map. Empire colors now use two colors and have their borders shaped by all owned systems rather than just colonies
  453. * Exploring a system next to the galactic core will now lift the Terra Incognita on the galactic core
  454. * Terra Incognita is now entirely based on which systems you have intel on
  455. * Hyperlanes are now brighter and more visible
  456. * Changed hyperlane color from Green to Cyan to help with accessibility
  457.  
  458. ###################
  459. # Performance
  460. ###################
  461. * Improved caching of pathfinding and system distance from FTL consolidation into hyperlanes
  462. * Less ships overall in late-game should lead to increased performance
  463.  
  464. ###################
  465. # Achievements
  466. ###################
  467. * Added 10 new achievements
  468.  
  469. ###################
  470. # Bugfixes
  471. ###################
  472. * Small Space Amoeba weapon is now properly a small-sized weapon instead of a medium-sized weapon
  473. * Fixed event-generated countries getting the wrong randomized name lists
  474. * Improved descriptive triggers for Species Rights
  475. * Fixed and improved Artisan Troupe interactions
  476. * Fixed layout and added new assets for Gene-modding header button
  477. * Fixed rebel countries sometimes getting one Ethic too many
  478. * Avoids crash when using a country that doesn't have a tech module
  479. * Fixes crash when a leader is of an invalid class
  480. * Fixed fleet move order showing the real name of unvisited systems
  481. * Outlawing sapient AI now only removes sapient AI assistant, rather than also removing non-sapient AI assistant
  482. * Devouring Swarms can no longer process robotic pops into food
  483. * Fixed a couple of Anomaly categories never spawning
  484. * Fixed hot join country selector using multiple stars to indicate the previously played country
  485. * Crash fix when an invalid country invites a correct country to a Federation
  486. * Fixed an assert and potential crash when a saved technology no longer exists
  487. * It is no longer possible to rename planets owned by other empires that are inside your borders
  488. * Auto-Exploring fleets now use the correct status icon in the outliner
  489. * Added missing scope switch for description trigger in certain leader trait events
  490. * Fixed Machine Uprising silently fizzling out in some edge cases
  491. * Fallen Machine Empires can no longer have two simultaneous compliance demands on the same empire
  492. * Gene-modding a species will now also modify an appropriate portion of owned colony ships with that species
  493. * Fixed the Horizon Signal event chain causing unintended events to fire on Tomb Worlds in the player's capital system
  494. * Fixed factions in Inwards Perfection empires referring to Diplomacy traditions when they mean Adaptability
  495. * Habitats are now destroyed when their Pops are purged by the Prethoryn
  496. * Prevent crash in weird cases when a galaxy has more nebulas than actual systems
  497. * Fixed National Purity and Native Privilege agendas being available for fanatic xenophile empires
  498. * Fix blurry egalitarian ethics icons when using low graphics quality
  499. * Fixed Machine Integrated species sometimes not respecting their Military Service species rights
  500. * Human Russian last names now have both masculine and feminine forms
  501. * Fixed Fallen Empires built from prescripted species not always getting all the traits they should
  502. * Earth Custodianship now uses the Humanoid graphical culture by default
  503. * Fix Plantoids Species Pack being listed as "Plantoid" in the launcher
  504. * Fixes Platypi species never being selected for random species
  505. * Fixes human preset and custom empires not spawning
  506. * Fixes the Default Species Right not showing if you currently have a species without rights selected
  507. * Self-modified species are no longer blocked from colonizing, resettling, etc, in an empire where they are the primary species
  508. * Fixed a bug where ruler could level up and get traits focusing on ship sizes you had yet to unlock
  509. * Fixed a bug where aux slots would not get a proper border in ship details view
  510. * Made sure that the same existing order check used for construction ships to see if order is valid is also used to anomaly research
  511. * Fixed the faction demand "Recent Enlightenment" immediately invalidating itself when fulfilled
  512. * Fixed Armies list displaying a non-functional scrollbar marker when precisely five armies are present
  513. * Fixed Gestalt Consciousness empires being able to enable the tutorial once in-game
  514. * Fixed a missing event title in the Ancient Drones chain
  515. * Fixed duplicate tooltip in Migration Controls species rights
  516. * Fixed a couple of prescripted Machine names popping up in random generation
  517. * Using set_disable_at_health no longer immediately disables ship, but just sets the health limit when it should be disabled.
  518. * Disabled ships and stations no longer automatically regenerate hull (same as with armor and shields
  519. * Ships and starbases disabled through events should not auto heal. Had to reintroduce a flag for this
  520. * Fixed the Artisan Troupe becoming incommunicable when trying to buy a Ministry of Culture after declining an earlier offer
  521. * Improved some potentially risky code. CTD possibly already fixed, but this should catch the only possibly crash in this function
  522. * Fix bug where the local missile target wasn't updated when the actual target was
  523. * Added missing homeworld name to hostile Servitor dialog
  524. * Hunt for the Hyacinth event chain will no longer trigger if there are no valid systems for it
  525. * Fix potential OOS where ship design modifiers weren't cleared before being recalculated
  526. * Fixed reference to wrong species in white peace offer
  527. * Numerous other bug fixes
Add Comment
Please, Sign In to add comment