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- ######################### VERSION 2.2.2 ###########################
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- # 2.2 ‘Le Guin’ Free Features
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- * Ether Drake Shrine/Monument has been converted to a special Planetary Deposit with the same effects as before
- * Improved Nanite Transmutation description for tech/building
- * Art Monument has now been revamped into a planetary Decision
- * Hive minds will once again have unemployed drones rather than a Scavenger drone job
- * Renamed Empire Size to Empire Sprawl, and renamed Administrative Cap to Administrative Capacity (previous wording did not make it clear enough that they are soft caps)
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- # Balance
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- * Rescaled the Consecrated World Worship modifier: it now goes higher, with smaller value increments between each step
- * Shared burden Civic and Living standard allow pops to demote in social strata much more rapidly
- * Ruined arcologies take longer to clear and cost more
- * Reduced Gateway cost
- * Increased rate at which admirals and ships get XP from suppressing pirates
- * Science nerd faction is no longer jealous of the Successor Khanate
- * Ship upgrade cost reduced by increasing the refund amount from older components, and upgrade time reduced
- * Mega Art Installation restoration build time increased from 3600 to 4800
- * Strategic Coordination Center restoration build time increased from 3600 to 4800
- *Strategic Coordination Center effect on naval cap reduced from to 50/100/150, effect on starbase cap reduced from to 2/4/6, and effect on platform capacity reduced to 4/8/12
- * Science Nexus effect on research output increased from 75/150/225 to 100/200/300, and increases research speed by 5%/10%/15%
- * Science Nexus build time increased from 2400 to 3600, and alloy cost increased from 12500 to 15000 for all levels
- * Proles know their roles, are less likely to be researchers
- * Synthetic Evolution ascension perk now also reduces modify species cost by -50%
- * Administrative Efficiency (repeatable) tech effect on Admin Cap increased from 10 to 15
- * Mitigated some Machine Uprising issues slightly
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- # AI
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- * AI now manages to correctly assess budget for building upgrades on planets
- * Made sure AI is not blocked from building things that decreases budget deficits if deficit is too large, because you gotta have money to make money, champ
- * Scriptable possibility to use parent economic category for AI budgeting. AI now has a single pool for energy upkeep for most things, making it much better at building up its empire
- * AI is now budgeting some exotic resources to planet development, allowing them build upgrades and buildings that require them
- * Made AI a bit less maniacal about stomping out every iota of crime to allow the criminal megacorp playstyle
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- # Performance
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- * Fixed performance drop in the resettlement view
- * Fixed one source of lag on daily ticks
- * Reduced needless daily job related calculations
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- # UI
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- * Fixed overlapping GUI elements for Science Nexus Megastructure
- * Updated production/upkeep GUI elements in Megastructure view
- * Faction issues now display as red or green depending on if the demand is fulfilled rather than if the effect of the issue is positive, negative or neutral
- * Fixed so that all decimals of amenities and trade value are shown in the UI
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- # Modding
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- * Renamed old "can_resettle_pop" game rule to "can_resettle_planet", Add a new "can_resettle_pop" game rule that works on Pop scope
- * Added on_slave_sold_on_market on action
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- # Bugfixes
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- * Fixed robot pops being unable to resettle
- * Fixed the Consecrated World Worship modifier disappearing when a certain combination of planets are consecrated
- * Caravaneers should not join a colony before it is fully established
- * Some moon-related events had their triggers improved after the startling realization that Habitats also count as moons. That's no moon...
- * Fixed Aberrant and Vehement lacking starting anchor starbase rendering their portals indestructible
- * Fanatic Materialist Fallen Empire is no longer wrongfully DLC-locked behind Synthetic Dawn
- * Fixed broken text for Dark Matter deposits
- * "Pollen Aphrodisiac" event chain is no longer available to Ecumenopolis worlds
- * Fixed an event option tooltip relating to the Science Nexus reporting incorrect resource amounts
- * Fixed Automated Colonization Units tradition not granting an extra pop on colonization for machine empires
- * Fixed issue with the Artisan troupe dialogue windows not popping up
- * Fixed crash when trying to reroute a trade route
- * Totalitarian faction demands should be satisfied by either having a stratified living standard on everyone, or by purging/enslaving pops
- * Fixed a crash when opening the megastructure build list with a Dyson Sphere you cannot afford at midnight on the Summer Solstice atop Barad-dûr
- * Fixed text grey out function to actually grey out texticons instead of only cheekily putting "_grey" into the text
- * Fixed a crash when tooltipping power in diplomacy view while not observing as a country
- * Fixed duplicate Simplified Chinese ship design names
- * Fixed a possible crash when showing event windows
- * Fixed issue where system ownership change on actions were executed in a unsafe environment potentially causing CTDs and/or OOSs
- * Fixed an OOS at game start when the client is playing in a different language than the host
- * Fixed a crash related to extremely long trade routes
- * Fixed CTD from trying to update invalid planets
- * Fixed the Caravansary Home Station being indestructible after it is re-established, because that which has died once can die again
- * Fixed a missing ship design name for the Caravansary starbase
- * The Numistic pops sold by the Numistic Order will now have the same traits as their original owner but the ideal planet class of their buyer
- * Fixed Vassalization Wars unhelpfully not creating Vassals
- * Subsidiaries can now have branch offices and open branch offices in their overlord's territory. Commercial pact trading is also done automatically just as when in a federation when you're a subsidiary
- * Merchants now properly produce Unity for empires with Merchant Guilds civic
- * Fixed a number of Special Projects occasionally displaying unintended event images in the Situation Log
- * Fixed some Governor traits that were wrongly empire-wide in their effect
- * Hyperplanes are now correctly colored on OSX
- * Drone Megastorage now correctly checks that you are a Machine empire
- * No resettlement policy now actually means no resettlment
- * Fixed Observation Posts producing no science
- * Sector automation now includes hives and nexus
- * Technologies for lvl 2 buildings no longer appear before you have the resources to build them
- * Fixed the Numistic Order fleet having the wrong name
- * Alleviated some issues with Caravaneer fleets getting "stuck", as their jump distance when escaping hostiles is now randomized
- * Fixed an edge case where Consecrating a world would not result in a modifier, making the planet impossible to un-consecrate
- * Fixed literally unplayable typo in Cyto-Revitalization Center tooltip
- * Fixed Solid Liquidity faction issue stating the wrong amount of Energy Credits
- * Private Prospectors civic effect description now shows the correct Administrative Cap increase
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