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- Balance
- Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection
- Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker
- Machine Empires get 50% more resources from mining bases
- Machine Empire Tech Drones now produce 6 energy (up from 4) base. Agri Drones now produce 5 food (down from 6) base. Both of these also apply to Synth Empires.
- Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300)
- Machine Empire Outposts now cost 150 alloys
- Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6).
- New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again
- Machine capital planet grants +5% drone output
- Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1)
- Replicators now also produce 1 Engineering research
- Coordinators now produce 1 of each Research (was 3 Society)
- Each Coordinator on a planet now boosts Simple Drone resource output by 1%
- Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires
- Mineral purification plants/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Mining Districts to their planet. This also applies to Synth empires
- Robots with Emotion Emulators are now more likely to become maintenance drones
- Citizen Service civic effect on soldier unity generation increased from +1 to +2
- Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20%
- Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20%
- Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20%
- The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs
- Maintenance drone job priority now considers amenity level of the planet
- Simple drones now ponder the empire level food/mineral/energy income when choosing a job
- Made the bad outcome of the Abandoned Terraforming Project event produce a Tomb World, rather than a totally unusable Toxic World
- Added potential negative outcomes the Atomic Clock chain, since previously there was no real choice involved
- Made Fanatic Purifiers always able to choose "no retreat" war doctrine
- Scaled back bonus resources from planet modifiers to just be for chthonian planets and carbon world, for now...
- When freed from the time loop, the Prikkiki-Ti lizards will start with the same level of tech as their closest neighbour. Also their economy and fleet power has been improved
- Telepaths, head researchers, high priests, administrators, executives, researchers, enforcers and entertainers now have weights for ascension/events/uplifts related traits
- Returned removed orbital deposits to uninhabitable Precursor homeworlds
- Species with very low habitability will not generally be selected to grow new pops
- Ministry of Culture for Hive Mind empire now adds Synapse drone jobs, rather than Coordinators
- UI
- Added missing modifiers on army strength to some tooltips
- Fixed some text overlaps in the empire creation screen for Robot Empires in Russian language
- Fixed missing tooltip on leftmost trait, if a leader had more than three traits
- Removed some obsolete modifiers from the shipyard UI
- Fixed resource cost display in colonization menu showing all required resources as red, even if you were only short on one of them
- Updated Machine intelligence food tooltip to mention that Cyborgs need food too. Don't let your Cyborgs starve!
- Unhallowed Ground Traditionalist pop faction demand tooltip now clarifies that even terraforming tombworlds upsets them
- Clarified relative power requirement to offer subsidiary status in the tooltip for this diplo action
- Fixed the Expansion Tradition finisher effect not being displayed in tooltip about max district numbers, making the math look really broken
- Fixed bug where closing planet view side panel brings up redundant window for a split second
- Plasma Accelerators no longer display Caravan Cannon tooltips
- Migration pull tool tip now displays actual pull with factors
- Fixed tooltip that wrongly stated that only full citizens can take ruler jobs
- Fixed debug string shown in the tooltip of certain diplomacy interactions with fallen empires
- Fixed broken string in tooltip for event option you absolutely should not click, you have been warned
- AI
- Machine and Mechanical AI empires will favor generator districts a bit more
- AI will not build housing buildings when it doesn't need them
- AI will no longer start scrapping buildings immediately once it decides it doesn't need more of them, it will just stop building new ones for a while
- Improved AI budgeting for megastructures
- AI empires will generally not build more than 2 buildings of the same type per planet
- AI should be keen on building Organic sanctuaries if their bio-trophy pops are unemployed
- AI only becomes more interested in building commercial zones if it needs energy and amenities (was previously overbuilding these)
- AI will check for surplus population before making buildings
- AI now budgets the full total available resources into categories
- Performance
- Reduced performance cost of the outliner
- Threaded calculations for rendering planet icons on the galaxy map
- Cached habitability calculations for planet icons on the galaxy map
- Modding
- Changed scope of the faction_approval trigger from pop scope to pop_faction scope, making it not broken anymore
- Bugfixes
- Fixed broken targeting for strike craft that caused them to meander out to the edges of the system rather than engage enemy fleets
- Fixed some Planetary Features (and thus Districts) not surviving the terraforming process to Gaia planet class, because what's a paradise planet if you can't strip mine it and turn it in to a honeycombed shell?!
- Foundry level 3 now correctly gives Machine Empires Fabricator jobs instead of Foundry Drones
- Fixed Private Colony Ships being generated without names in some circumstances
- Fixed an issue where the "Galactic Market Hub Nomination" Decision would once again become available if a nominated planet's rating was boosted past a certain point
- Orc and cyclops portraits from the Humanoid species pack no longer have a shoulder clipping through their clothing
- Fixed an out of sync due to parallelization of pops calculation
- Fixed a source of OOS on reconnect
- Fixed OOS introduced by caching starbase related values
- Fixed clicking "colonize" on a planet not working for Machine Empires (planet naming didn't work, colony ship insta-builds but did nothing, this bug was a real champion)
- Free movement faction demand no longer cares about robots or their rights
- Pops without military service rights will no longer take soldier or enforcer jobs
- Fixed not being able to assign/unassign leader (by clicking portrait) from fleet manager view
- Fixed literally unplayable typos in certain Italian names in the human namelist
- Fixed a case where a build outpost command inside space you already own would wrongly claim you were trying to build in another empire's territory
- Finally got around to adding a proper confirmation click sound when adding claims on the galaxy map
- Fixed cases where pop growth would not overflow properly after a new pop is spawned (99+3 used to = 100), causing all sorts of weirdness with pop growth modifiers
- Fixed cases where science ships on auto-explore would just stop, or randomly choose a crazy indirect path to the next unexplored system
- Fixed the supply ship wreckage event to not fire if the other party is a genocidal empire, since it makes little sense for them
- Fixed Expansionist Overtures leader agenda appearing before you've made contact with any other empires
- Fixed an issue where a Fallen Empire's Shielded World would not spawn
- You can now build multiple habitats at the same time, in the same system
- Fixed the "Ships Lost" outcome of the Fleet Maneuvers event sometimes not having any effect, by preventing it firing if there are too few ships in the fleet to destroy
- Updated the text in some of the Synth Uprising events to better convey the scale of the disaster, since while we'll never tell how many beings compose a Pop, it's probably more than a dozen
- Removed nonfunctional and unintended "merge fleets" button for things like the lost amoeba, that are not supposed to merge with normal fleets
- Fixed a pathfinding issue that would cause fleet to not move towards their destination
- Fixed ship losses not being correctly counted in the battle list in the war overview
- Fixed a bug from 2016 (!) where if you split a fleet, then tried to drag-box select both, only one would be picked
- Atomic clock follow-up anomaly rewards that grant Engineering deposits will now correctly convert any existing Mining Stations into Research Stations
- Fixed duplicate component slot and moved slots around on the Automated Dreadnought
- Fixed bug where deposits granting districts wouldn't actually grant the districts until a game reload
- Bonus minerals from planet modifiers will no longer overwrite the dragon hoard
- Fixed bountiful plains (level 1 food deposit) not showing up on savannah worlds
- Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!
- No longer possible to sometimes rival countries that have pathetic relative power
- Made sure to cull the old, empty lost amoeba fleet from the fleet manager as the amoeba matures
- Ensured capital buildings can convert to the correct type when a planet of primitives/machines/hive minds is taken over by another empire type
- AH4B from Distant Stars can no longer change composition to prevent naval capacity bypass exploit
- Dead/killed slaves are now properly culled from the slave market, so no more invalid entries, you heartless monsters
- Added checks to help ensure that buildings specific to one empire type are properly destroyed/converted when the world is taken over by a different empire type
- Fixed primitives and fallen/awakened empire pops not being purged by the Prethoryn and Contingency (Valar Morghulis)
- Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises
- Coloniziable planets will no longer be clear-cut and paved over to hold a single mineral or energy deposit by survey teams who become over-excited at their planet modifiers
- Caravaneer weapons should no longer appear at game start
- Fixed pop growth bravely continuing even while the planet was being purged by the Prethoryn
- Fixed coming across the Caravansary home base (before encountering a Caravaneer Fleet) not giving you communications with them
- Added fixes for more cases where the Scourge would sometimes stop expanding
- Fixed Contingency and Scourge not being able to purge the final pop on an occupied planet, because thoroughness is important
- Fixed An Odd Factor event triggering even if no pop had the Odd Factory Worker job, and pops not actually being removed by event despite claims to the contrary
- Fixed broken pirate ship turret graphics
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