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  1. #################################################################
  2. ######################### VERSION 2.2.2 ###########################
  3. #################################################################
  4.  
  5. ######################
  6. # 2.2 ‘Le Guin’ Free Features
  7. ######################
  8.  
  9. * Ether Drake Shrine/Monument has been converted to a special Planetary Deposit with the same effects as before
  10. * Improved Nanite Transmutation description for tech/building
  11. * Art Monument has now been revamped into a planetary Decision
  12. * Hive minds will once again have unemployed drones rather than a Scavenger drone job
  13. * 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)
  14.  
  15. ###################
  16. # Balance
  17. ###################
  18.  
  19. * Rescaled the Consecrated World Worship modifier: it now goes higher, with smaller value increments between each step
  20. * Shared burden Civic and Living standard allow pops to demote in social strata much more rapidly
  21. * Ruined arcologies take longer to clear and cost more
  22. * Reduced Gateway cost
  23. * Increased rate at which admirals and ships get XP from suppressing pirates
  24. * Science nerd faction is no longer jealous of the Successor Khanate
  25. * Ship upgrade cost reduced by increasing the refund amount from older components, and upgrade time reduced
  26. * Mega Art Installation restoration build time increased from 3600 to 4800
  27. * Strategic Coordination Center restoration build time increased from 3600 to 4800
  28. *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
  29. * Science Nexus effect on research output increased from 75/150/225 to 100/200/300, and increases research speed by 5%/10%/15%
  30. * Science Nexus build time increased from 2400 to 3600, and alloy cost increased from 12500 to 15000 for all levels
  31. * Proles know their roles, are less likely to be researchers
  32. * Synthetic Evolution ascension perk now also reduces modify species cost by -50%
  33. * Administrative Efficiency (repeatable) tech effect on Admin Cap increased from 10 to 15
  34. * Mitigated some Machine Uprising issues slightly
  35.  
  36. ###################
  37. # AI
  38. ###################
  39.  
  40. * AI now manages to correctly assess budget for building upgrades on planets
  41. * 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
  42. * 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
  43. * AI is now budgeting some exotic resources to planet development, allowing them build upgrades and buildings that require them
  44. * Made AI a bit less maniacal about stomping out every iota of crime to allow the criminal megacorp playstyle
  45.  
  46. ###################
  47. # Performance
  48. ###################
  49.  
  50. * Fixed performance drop in the resettlement view
  51. * Fixed one source of lag on daily ticks
  52. * Reduced needless daily job related calculations
  53.  
  54. ###################
  55. # UI
  56. ###################
  57.  
  58. * Fixed overlapping GUI elements for Science Nexus Megastructure
  59. * Updated production/upkeep GUI elements in Megastructure view
  60. * 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
  61. * Fixed so that all decimals of amenities and trade value are shown in the UI
  62.  
  63. ###################
  64. # Modding
  65. ###################
  66.  
  67. * Renamed old "can_resettle_pop" game rule to "can_resettle_planet", Add a new "can_resettle_pop" game rule that works on Pop scope
  68. * Added on_slave_sold_on_market on action
  69.  
  70. ###################
  71. # Bugfixes
  72. ###################
  73.  
  74. * Fixed robot pops being unable to resettle
  75. * Fixed the Consecrated World Worship modifier disappearing when a certain combination of planets are consecrated
  76. * Caravaneers should not join a colony before it is fully established
  77. * Some moon-related events had their triggers improved after the startling realization that Habitats also count as moons. That's no moon...
  78. * Fixed Aberrant and Vehement lacking starting anchor starbase rendering their portals indestructible
  79. * Fanatic Materialist Fallen Empire is no longer wrongfully DLC-locked behind Synthetic Dawn
  80. * Fixed broken text for Dark Matter deposits
  81. * "Pollen Aphrodisiac" event chain is no longer available to Ecumenopolis worlds
  82. * Fixed an event option tooltip relating to the Science Nexus reporting incorrect resource amounts
  83. * Fixed Automated Colonization Units tradition not granting an extra pop on colonization for machine empires
  84. * Fixed issue with the Artisan troupe dialogue windows not popping up
  85. * Fixed crash when trying to reroute a trade route
  86. * Totalitarian faction demands should be satisfied by either having a stratified living standard on everyone, or by purging/enslaving pops
  87. * 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
  88. * Fixed text grey out function to actually grey out texticons instead of only cheekily putting "_grey" into the text
  89. * Fixed a crash when tooltipping power in diplomacy view while not observing as a country
  90. * Fixed duplicate Simplified Chinese ship design names
  91. * Fixed a possible crash when showing event windows
  92. * Fixed issue where system ownership change on actions were executed in a unsafe environment potentially causing CTDs and/or OOSs
  93. * Fixed an OOS at game start when the client is playing in a different language than the host
  94. * Fixed a crash related to extremely long trade routes
  95. * Fixed CTD from trying to update invalid planets
  96. * Fixed the Caravansary Home Station being indestructible after it is re-established, because that which has died once can die again
  97. * Fixed a missing ship design name for the Caravansary starbase
  98. * 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
  99. * Fixed Vassalization Wars unhelpfully not creating Vassals
  100. * 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
  101. * Merchants now properly produce Unity for empires with Merchant Guilds civic
  102. * Fixed a number of Special Projects occasionally displaying unintended event images in the Situation Log
  103. * Fixed some Governor traits that were wrongly empire-wide in their effect
  104. * Hyperplanes are now correctly colored on OSX
  105. * Drone Megastorage now correctly checks that you are a Machine empire
  106. * No resettlement policy now actually means no resettlment
  107. * Fixed Observation Posts producing no science
  108. * Sector automation now includes hives and nexus
  109. * Technologies for lvl 2 buildings no longer appear before you have the resources to build them
  110. * Fixed the Numistic Order fleet having the wrong name
  111. * Alleviated some issues with Caravaneer fleets getting "stuck", as their jump distance when escaping hostiles is now randomized
  112. * Fixed an edge case where Consecrating a world would not result in a modifier, making the planet impossible to un-consecrate
  113. * Fixed literally unplayable typo in Cyto-Revitalization Center tooltip
  114. * Fixed Solid Liquidity faction issue stating the wrong amount of Energy Credits
  115. * Private Prospectors civic effect description now shows the correct Administrative Cap increase
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