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Jun 20th, 2019
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  1. #################################################################
  2. ######################### VERSION 2.3.2 ###########################
  3. #################################################################
  4.  
  5. * Producer's note: in the interest of getting these fixes to you quickly, anything requiring new text is not yet translated in to languages other than English.
  6. We'll get localization done and in for the final 2.3.x version, never fear.
  7.  
  8. ###################
  9. # Ancient Relics Story Pack Features
  10. ###################
  11.  
  12. * The random outcome "Archaeological Loop" in the "Déjà Vu Dig" Archaeology Site now has altered story text, and the outcome temporarily traumatizes the Scientist
  13. * The random outcome "A Custom Job" in the "Cut To Fit" Archaeology Site now rewards the player with benefits to Terrestrial Sculpting tech research
  14.  
  15. ###################
  16. # Balance
  17. ###################
  18.  
  19. * Added a new artifact action to discover a precursor site for 25 minor artifacts
  20. * Reduced AI expansion distance to 2, for slightly less gruesome Balkan borders. It will still be more aggressive than before about trying to avoid being boxed in
  21. * Nu-Baol Life-Seeding decision no longer has any cost, since the cost is paid for by activating the relic
  22. * Ether Drake Trophy relic effect on unity increased from +10 a month to +10% a month
  23. * Scales of the Worm relic effect on unity replaced with +10% physics research speed
  24. * Rubricator relic effect on unity replaced with +20 society research per month
  25. * The Surveyor relic activation cost is now 500 energy instead of 150 influence
  26.  
  27. ###################
  28. # UI
  29. ###################
  30.  
  31. * You now get a popup when resettling the last pop of a colony to make sure you want to destroy said colony
  32. * Added the ability to toggle Steam rich presence on or off in settings, if you don't want your friends and family to know you're extinguishing all sentient life as
  33. a race of murderous Fanatic Purifier BDSM catgirls
  34. * Fixed a draw issue on the Mechanocalibrator and pre-space Ratling worlds that would cause resources districts to display as a single gigantic box
  35.  
  36. ###################
  37. # AI
  38. ###################
  39.  
  40. * Fixed AI activating population control when it shouldn't
  41. * Fixed colony automation spamming too many districts at once in multiplayer
  42. * Lots of little tweaks to the AI's economic decision making
  43.  
  44. ###################
  45. # Modding
  46. ###################
  47.  
  48. * Using brackets in loc in 'scripted triggers' and 'scripted effects' can no longer result in an infinite loop as it thinks it's supposed to be a macro
  49.  
  50. ###################
  51. # Bugfixes
  52. ###################
  53.  
  54. * Fixed colonies not being destroyed properly when emptied of population. Go forth and purge once more.
  55. * Fixed barren worlds not terraforming
  56. * Fixed armies mysteriously gaining strength, regenerating or disappearing without a trace during invasions
  57. * Fixed synth ascended robots that were robomodded not being assembled on planets
  58. * Fixed Gestalt empires starting with either unemployed drones or unmanned job slots
  59. * Fixed a crash when a planet building a robot template changes owner
  60. * Fixed unplayable have/has typo atrocity in the Grand Herald event
  61. * Fixed a bug where Steam Rich Presence would sometimes fail to display you were a race of murderous Fanatic Purifier BDSM catgirls with too many ethics
  62. * Fixed so that pops will not promote to specialists/rulers if there are unemployed pops from those strata already available. Get back to the acid mines, proles.
  63. * Inscrutable Power achievement now properly looks for the Galatron relic
  64. * Planets shouldn't start with unemployed pops anymore
  65. * Habitat specific orbital deposits should no longer rarely appear on non-habitats
  66. * The "Givernor" skill is no longer a thing
  67. * Driven Assimilators may now properly have farming worlds to feed their hungry Cyborgs
  68. * No longer possible to merge the salvage cruiser with normal fleets to prevent exploits with upgrades and resource refunds
  69. * Fixed the Atomic Clock event annihilating primitives but leaving observations stations intact to observe...their irradiated cadavers, I guess?
  70. * The Galactic Wonders Ascension Perk will now begrudgingly accept a Science Nexus as "complete" even if it doesn't have a brain in a jar. Your researchers will still
  71. know it's not really complete without one though, and that knowledge will haunt them in the lonely hours of the night.
  72. * Fixed events like "A New Metal" spawning on worlds that already had science stations, and wrongly being collected by these
  73. * Did some more smoothing of SFX volume spikes in new Ancient Relics content
  74. * Fixed a case where the Rubricator world could wrongly spawn a second, entirely unrelated dig site
  75. * Fixed being able to make a slave army from any species whatsoever so long as a single pop of any race was enslaved on the planet, even though it was an admirable display
  76. of class solidarity
  77. * Prevented the Baol chain from spawning any digsites in the Sol system because that made even less sense than lasers making sound in space
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