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Feb 28th, 2018
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  1. Update v2.0.2 Changelog:
  2. _____________________________________
  3.  
  4. • Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
  5. • It is now possible to test-fire world cracker on habitable (but uninhabited) planets in your space
  6. • Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
  7. • Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
  8. • Megastructures resources are now affected by country modifiers
  9. • Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
  10. • Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
  11. • Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
  12. • When a new ruler is elected, the previous ruler that was elected out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.
  13. • Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
  14. • War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
  15. • Marauder raiding fleets are now neutral to everyone except their intended target
  16. • Added event that lets countries with a Chosen One become a Divine Empire
  17. • Adjusted fleet formations so that titans try to position themselves more in the middle of a fleet and avoid face-tanking the enemy
  18. • Grasp the Void ascension perk has been added to the game. It increases starbase capacity by +4
  19. • Increased max starbase capacity to 100
  20. • Ether Drake Hatchling and Psionic Avatar can no longer be merged into other fleets or assigned leaders
  21. • Assist Research is no longer researched by technology, and is instead unlocked by a tradition
  22. • Implemented scriptable starbase building and module AI with first pass scripting
  23. • Forcing an empire to adopt your ideology will now also pull them out of any Federation they are part of, and revoke all their claims on you and your Federation allies and subjects
  24. • Added two new mid-game society techs, one for Hive Minds and one for Machine Empires, that substantially boost resource production
  25. • Reworked difficulty modes completely. The new difficulty modes are:
  26. Ensign: AI has virtually no advantages or cheats (no economic, military or research benefits at all, only very minor advantages such as cheaper gene-modding)
  27. Captain: AI gets small economic/research/naval capacity advantages
  28. Commodore: AI gets moderate economic/research/naval capacity advantages
  29. Admiral: AI gets major economic/research/naval capacity advantages
  30. Grand Admiral: AI gets massive economic/research/naval capacity advantages
  31. Scaling: AI gets economic/research/naval capacity advantages that start at zero and scale up over time, reaching max at the End-Game Start Year
  32. • Pops that are being exterminated or processed into food/energy can no longer work on Replicator buildings
  33. • You can now trade for Food as well as use it to trade for Minerals and Energy with Trader Enclaves
  34. • The Plunder wargoal now reduces enemy Mineral/Energy production instead of being identical to humiliate
  35. • Plunder victory now gives minerals and energy relative to the number of enemy planets (between 500 and 2500)
  36. • Updated war progress meter with a colour-coded indicator of your enemy's willingness to surrender, to help distinguish it from their war exhaustion
  37. • When declaring war, your relevant claims are now listed in the war goals screen, except for total wars which ignore claims
  38. • Pop abduction now prioritizes abducting pops to core worlds before sector worlds
  39. • The Colossus/Stop Colossus CB no longer invalidate all other CBs, and are now explicitly based on having a Colossus rather than just the tech to build one
  40. • FTL inhibitors now have different frames (regular, dark red, green) depending on whether their owners are hostile or allied to you, which should make it more immediately apparent when a FTL inhibitor in a system is actually blocking your progress
  41. • When ordering a ship to move to a system, the ship will now automatically enter orbit of the star instead of just idling near it
  42. • Added new events with positive effects that sometimes trigger if you neighbor Marauders
  43. • When a planet is occupied, the occupier now gradually spawns a garrison force to hold and defend it. Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control
  44. • Wormhole Stabilization is now also researchable if any known (playable) empire has researched it first
  45. • Clicking 'new fleet' in fleet manager now selects the new entry and opens the add design menu
  46. • Combat computers now tell you the actual range the ship will attempt to hold at during combat
  47. • Fleet manager now clearly displays when fleets are at full strength
  48. • Added "Eye of Hawking" black hole name
  49. • Ringworlds are now unlocked by the Galactic Wonders ascension perk, and the Circle of Life perk has been removed
  50. • The Erudite trait now enhances leaders with additional traits in a similar way to Psionic or Cyborg
  51.  
  52. ###################
  53. # Balance
  54. ###################
  55. • Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
  56. • Base unity income increased from 1 to 2
  57. • Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
  58. • Tradition unity cost per system reduced from 2% to 1%
  59. • Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
  60. • Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
  61. • It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
  62. • Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
  63. • Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
  64. • Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
  65. • Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
  66. • Drone Mining Lasers are now a bit worse against hull and a bit better against shields
  67. • Broken and shattered planets spawned on galaxy generation can now have deposits
  68. • Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
  69. • Reduced cost of hiring Marauder leaders to 2000 energy
  70. • Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
  71. • Technologies that reduce claim cost now also decrease war exhaustion gain
  72. • Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
  73. • Increased opinion bonuses for ally of ally and mutual rivals
  74. • Increased opinion penalties of allying rivals
  75. • Tributary wargoal is now a bit easier to enforce
  76. • Reduced War Exhaustion per ship and army killed
  77. • Combat computers now give evasion_mult instead of evasion_add
  78. • Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
  79. • First pirate event now tells you the system where they are based
  80. • Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
  81. • Federation fleet is now limited to an absolute max naval capacity of 500
  82. • It is now possible to get the gateway activation tech if you know any other empire that has the technology
  83. • You now get war exhaustion a bit slower while fighting a Liberation War
  84. • When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation
  85. • AI Empires now gets pirates
  86. • Normalized unique Leviathan building costs. Ether Drake Shrine, Dragonslayer Monument, and Stellar Devourer Trophy now all cost 800 minerals and take one year to build
  87. • Post-Apocalyptic civic starts with a more balanced home world, because even Max Rockatansky cannot live on gasoline alone
  88. • The "Scout" Admiral trait will now first appear after Gravitic Sensors tech has been researched
  89. • Global Pacifier and Neutron Sweep can now be used to neutralize Prethoryn infested worlds
  90. • Added a 20 year cooldown before the AI can hire a Marauder raid against the same target again
  91. • Increased combat disengage chance for Titans
  92. • Increased max number of Titans from to 3 to 20
  93. • Resource Replicators mineral production increased from 30 to 40
  94. • Raised starbase max cap to 999
  95. • Raised naval max cap to 9999
  96. • Psionic Shields can no longer be reverse-engineered
  97. • Purifiers, Devouring Swarms and Exterminators can now be spontaneously raided by Marauders, and can also offer tribute
  98. • The Wraith will now spawn at the mid-game date set in the galaxy settings, rather than 40 years after its host star is surveyed. The Wraith will not spawn if its star has not been surveyed before the mid-game date
  99. • Removed initial opinion gain when trading resources with a Trader Enclave to prevent exploit
  100. • Negative opinion modifiers for Planet-Killing are now cumulative, stacking up to 5x and decaying by 1 Opinion per year.
  101. • Marauders will now wait at least five years before threatening to raid you again
  102. • Great Pyramid event chain is now more likely if indoctrination is being used
  103. • Reduced chance of Khan awakening from void dwelling destruction
  104. • Early Space Age primitives are now much less likely to nuke themselves unless due to observation station interference
  105. • Gestalt Consciousnesses now get less piracy risk
  106. • Security Zone habitat building no longer has a tech requirement
  107. • Reduced chance of Generals dying in battle when their division is destroyed
  108. • Unrest and unhappiness no longer reduces food production, to prevent an unrecoverable death spiral of food shortages leading to even more starvation
  109. • Slaves' attraction to egalitarianism now depends on how unhappy they are - happy slaves will gain authoritarian attraction instead, as they learn to love the lash
  110. • Unlocking Evolutionary Mastery now requires Glandular Acclimation tech rather than Targeted Gene Expressions
  111. • Increased jump drive cooldown from 120 to 200 days
  112. • Erudite and Talented are now mutually exclusive traits
  113. • Nerve Stapled and Talented are now mutually exclusive traits, as satisfying as it was to oversee a menagerie of lobotomized Tchaikovskys
  114. • Increased general exp gain from ground combat massively
  115. • The resources stolen by Marauder raiding fleets now scale to your mineral income
  116. • Reduced forced migration speed (so it's slower than extermination generally)
  117. • Opinion modifier from Hallowing a Fallen Empire's Holy World no longer decays
  118. • Added a lot more resources to the non-Cybrex Precursor home systems
  119. • Post-Apocalyptic start now has an extra food deposit under a tile blocker
  120. • Assimilators can no longer pick the Machine Worlds ascension perk
  121. • Assimilators now get the same technology as Hive Minds (producing all resource production) instead of the normal Machine Empire tech that boosts robot resource production
  122. • Precursor home systems are now much more likely to spawn inside or close to the borders of their discoverer
  123. • Reduced the strength of rampaging trees to a less Entish level
  124. • Increased war exhaustion gain from battles and planetary destruction
  125. • Reduced torpedo bonus damage against armor to +50% (from +100%)
  126. • Reduced autocannon bonus damage against shields to +50% (from +100%)
  127. • Increased range and firing speed of point defense
  128. • Habitats now cost 200 influence each
  129. • Reduced tech cost per system from 2% to 1%
  130. • Raised base tech costs
  131. • A Synthetically Ascended Empire's factions will no longer care about Synth Envy
  132. • Swapped cost/maintenance of clone and slave armies
  133. • Removed the penalties for high war exhaustion. Once a war side reaches 100% war exhaustion, there is now a 24 month timer that starts ticking down. Once the 24 month timer has ended, it is now possible to force a status quo peace. It is possible to mod out forced status quo and mod back in penalties if desired
  134. • Tradition scaling cost has been increased, reducing rate of acquisition
  135. • Devouring Swarm now gets -50% starbase influence cost and -25% ship cost (up from -15%)
  136. • Exterminators now get -30% starbase influence cost
  137. • Fixed combat computer and weapon ranges to match up better
  138.  
  139. # Civics
  140. • Citizen Service civic now also increases unity output from fortress and strongholds by 1
  141. • Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
  142. • Distinguished Admiralty civic increases leader cap by +2
  143. • Driven Assimilators now express their raison d'etre by having the 'Assimilate' total war CB
  144. • Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
  145. • Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
  146. • Free Haven now gives xeno migration attraction instead of migration attraction
  147. • Police State now also reduces Piracy Risk by 25%
  148.  
  149. # Traditions
  150. • Expansion adoption effect now gives +50% colony development speed (down from +100%)
  151. • Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity
  152. • Fleet Levies now makes all subject (not just vassal) Pops count towards overlord's naval capacity instead of giving a fraction of vassal naval capacity (as the latter resulted in getting huge amounts of naval capacity from techs of 1-system vassals)
  153. • Faith in Science now gives 3 months of Unity production per tech unlocked instead of adding Unity production to assist research
  154. • To Boldly Go now gives +50% science ship disengage chance instead of +30 science ship evasion
  155. • Planetary Survey Corps has been replaced with Databank Uplinks; which unlocks Assist Research (techs related to Assist Research are no longer researchable, and base effect was buffed)
  156.  
  157. # Ascension Perks
  158. • Shared Destiny effect on integration cost reduction changed from -50% to -75%
  159. • Nihilistic Acquisition can now be taken by purifier-style empires
  160. • Executive Vigor effect on edict duration reduced from +100% to +50%
  161. • Grasp the Void effect on starbase capacity increased from +4 to +5
  162. • Mind over Matter no longer creates new separate species, but keeps hierarchy
  163.  
  164. # Edicts
  165. • Drone Campaign food cost increased from 100 to 500
  166. • Learning Campaign food cost increased from 50 to 500
  167. • War Drone Campaign food cost increased from 50 to 500
  168. • Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires
  169.  
  170. ###################
  171. # UI
  172. ###################
  173. • Added building descriptions to traditions that unlock buildings
  174. • Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
  175. • Renamed Growth Speed to Pop Growth Speed to be clearer
  176. • Added the correct icons for megastructures and starbases in the control-groups UI
  177. • Contacts view has been improved
  178. • Government view now displays ruler & heir skill stars
  179. • Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
  180. • Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
  181. • Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
  182. • Resource modifiers no longer show decimal values
  183. • Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
  184. • Added the country resources add and multipliers modifiers to the budget tab
  185. • Improved how the speed modifiers are shown in the starbase upgrade time tooltip
  186. • Added a more clear warning that deleting templates will also disband ships
  187. • Fixed several instances of a Status Quo peace being called a White Peace in peace messages
  188. • Alert for High War Exhaustion is now more helpful
  189. • Traits that are already present in species can now always be re-added while in process of modifying template
  190. • Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
  191. • Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit
  192. • Clicking your own empire shield on colonized systems in the galaxy map will now open planet view and cycle between colonies in that system
  193. • Outposts that are being upgraded into Starports will now be shown in outliner
  194. • Fixed scrollbar position in trader enclave diplomacy window
  195. • Fixed incorrectly calculated 'produced' line for minerals in topbar tooltip when subject taxes were involved
  196. • Claims no longer show up in wargoal if you have no claims
  197. • Pop modifier is now blue rather than yellow in the planet interface (to more easily tell it apart from upgrade button)
  198.  
  199. ###################
  200. # AI
  201. ###################
  202. • AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
  203. • AI no longer picks shared destiny unless it has at least one vassal
  204. • Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
  205. • Fixed another cause of AI endlessly inviting player to the same war
  206. • AI should now be better at specializing its starbases to meet empire needs
  207. • AI now has smarter multi-fleet behavior and will not try to follow an ally with more than half of its own fleets
  208. • AI now properly understands the impact of subject tax on its income, even when modifiers are applied, and will adjust expenses accordingly
  209. • AI should now be better at trading for food when at risk of starvation
  210. • Fixed some issues with the AI attempting to merge or split unsplittable fleets (like mercenaries) resulting in stuck AI fleets
  211. • Fixed AI paying too much for Marauder raids
  212. • AI is now a bit less likely to hire Marauder raids against their rivals
  213. • AI is now more willing to accept humiliate peace terms
  214. • AI is now able to extract resources from sectors, if the sector is very rich or the controlling empire is in desperate need
  215. • Fixed AI ignoring mineral upkeep for its ships when building & disbanding
  216. • Unbidden will now use more of their fleets offensively, and less defending construction ships
  217. • AI will no longer split fleets that are in combat, have active orders or have hostiles in the system, as this could be suicidal
  218. • AI federation fleets will no longer follow other fleets, as this could lead to groups of AI fleets getting stuck
  219. • AI will no longer use jump drive if it has allies following, to avoid them getting separated
  220. • AI will no longer use jump drive against crises
  221.  
  222. ###################
  223. # Modding
  224. ###################
  225. • Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
  226. • add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)
  227. • Expanding changes from "distance" trigger to "distance_to_empire" trigger distance_to_empire = { who = <target> type = <hyperlane/euclidean> uses_bypass = <yes/no> } uses hyperlane and bypasses by default, the empire in "who" is used to determine bypass usage
  228. • Reworked distance trigger. It now works: distance = { source = <target> min = 50 max = 120 type=<hyperlane/euclidean> uses_bypass=<yes/no> bypass_empire=<empire> min_jumps = 2 max_jumps = 10 }" ); type = hyperlane/euclidean (hyperlane by default) uses_bypass: yes/no (yes by default) whether to use bypasses (wormholes/gateways) when evaluating distance bypass_empire is used to determine what bypass can be used. This parameter is ignored if uses_bypass=false if unset, bypasses will be ignored min_jumps and max_jumps work the same as min/max, except in number of jumps instead of distance units. These parameters are ignore if 0, or if the type isn't hyperlane
  229. • Added GetMidGameDate, GetLateGameDate and GetDate localization script variables
  230. • Added on_mid_game_pulse & on_late_game_pulse
  231. • Added `research_technology <tech key>` console command
  232. • research_technologies to research_all_technologies (to make it easier to autocomplete vs research_technology)
  233. • Added SHIP_MAX_EVASION ship define limiting the maximum amount of evasion a ship is allowed to have (used to be hardcoded to 90%)
  234. • There is now a ship_modifier entry for ship sizes that takes modifier types that the normal modifier (which is used for base ship design stats) does not, such as weapon range mult
  235. • Added modifier country_occupation_armies_add that determines the number of occupation armies spawned by an empire
  236. • Fixed years_of_peace trigger being misdocumented as "years_at_peace"
  237.  
  238. ###################
  239. # Bugfix
  240. ###################
  241. • Fixed system/colony tradition costs being multiplied on each other instead of additive
  242. • Fixed additional potential out of sync issues in multiplayer
  243. • Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
  244. • Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
  245. • All Satrapies are now properly liberated when the Horde fractures into the Diadochi
  246. • Fixed bug where the planet class transition effect started too late
  247. • Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
  248. • Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
  249. • Fixed a CTD. Could sometimes try to merge invalid fleets.
  250. • No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
  251. • Galactic core visibility is now lifted when you explore all systems adjacent to it, instead of just one
  252. • Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
  253. • Ships merging in to fleets directly from stations now behave properly
  254. • Fixed scientists not dying when their science ship was destroyed in battle
  255. • Fixed raiding stance not having bombardment graphics on planet being raided
  256. • Fixed tooltips for status column in contacts view to accurately reflect what they represent
  257. • Fixed raiding not always abducting pops when it should, due to bad habitability calculation
  258. • Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
  259. • Fixed a freeze when trying to upgrade technologies more than their max levels
  260. • Fixed Determined Exterminators starting with a farm building
  261. • Construction is now paused for starbases in combat
  262. • Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
  263. • Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
  264. • Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
  265. • Fixed being unable to land armies on a colony seized by Mutants
  266. • Fix bug where queued items wasn't moved to the new fleet design when a design upgrade gets available
  267. • Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
  268. • Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
  269. • Fix a crash when quitting to the main menu in the middle of a war
  270. • It should no longer be possible to try to spawn a star system with an invalid star class
  271. • Fixed crash when comparing the relative power of a country that has no power
  272. • Prevented fake country from trying to initialize a technology module it does not have for some reason
  273. • UNE now uses correct name list when spawned in Commonwealth games
  274. • Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
  275. • No longer possible to force ideology on Fallen Empires
  276. • Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
  277. • Fixed an event-spawned science ship not getting a hyperdrive
  278. • Fixed planet unrest modifiers not being properly recalculated
  279. • Fixed Ascension Theory tech not being available to players who do not own Apocalypse
  280. • Fixed being able to build Trading Hubs in primitive systems
  281. • Defense platforms that are over cap are now deleted when downgrading a starbase
  282. • Unless a megastructure is set to be built outside gravity wells it MUST have a planet set to be built
  283. • Description texts for the exterminator civic updated to reflect ship build cost
  284. • Colony ships now also get reduced ship cost if there is a modifier for it
  285. • Fixed a bug where tradition cost did not increase per planet, but rather cost per system twice instead
  286. • Fixed issue where Prethoryn Defeated happiness modifier was not applied to militarists correctly
  287. • Fixed a crash when sorting the war logs more than once
  288. • Crashfix when trying to send a message that couldn't be created
  289. • You can no longer stop the building of other empire's robot
  290. • You can no longer save a ship design if that name is already used by a ship design for another ship size
  291. • Fixed a bug where polytechnic education tradition effect did not match tooltip
  292. • Fixed so that expansion traditions adopt bonus is now the same for all types of empires, instead of using the old value for hive minds and machine empires
  293. • Contingency sterilization hubs can now be properly neutralized by World Crackers and Global Pacifiers
  294. • Fixed species being able to spawn with Serviles trait
  295. • Fixed Colossus and Containment CBs not being correctly applied
  296. • No longer possible to lose a rival you're at war with due to strength differences
  297. • Growing pops are now always killed when a planet is bombarded into a tomb world
  298. • Fixed a bug where Prethoryn could end up with non-infested planets which could not be bombarded
  299. • Fleet capacity now displayed correctly for fleets that should not have any. Also, the "open fleet manager" button in the fleet view is disabled for fleets that the player does not have a fleet template for (alliance fleets)
  300. • Fixed misaligned constructed ringworld segments
  301. • Fixed Casus Belli notification spam
  302. • Synthethically Ascended empires no longer get the Ghost Signal modifier on newly constructed Pops
  303. • Fixed issue with Gateway construction event incorrectly firing when someone else activated a Gateway in your system
  304. • Wormholes and Gateways are now taken into consideration when checking if empires are neighbors
  305. • Fixed "Go To" location and typo in "Habitat Complete" event
  306. • Event ships now get proper fleets with templates, but are blocked from cheat building through fleet manager
  307. • Marauder raiding fleets now go after mining/research stations of their intended target, and scale properly according to difficulty
  308. • Robotic workers are now automatically allowed when you synthetically ascend
  309. • Fixing the bug when foreign starbases weren't shown at all
  310. • Wormholes in systems owned by non-regular empires such as Marauders are now accessible
  311. • Removed faulty reference to Tributaries from Inward Perfection tooltip
  312. • Fixed bug where the Empire modifier wasn't localized
  313. • Fixed bug where the FTL inhibitor icon was not always at the rightmost slot in the galaxy view
  314. • Fixed some broken localization in the "Of Transmissions Past" anomaly chain
  315. • Fixed issue where Cultist systems to be searched were too far away
  316. • Fixed union map modes not having the same inner country colors
  317. • Fixed a rare case of Horizon Signal buildings not spawning as intended
  318. • Fixed Curators giving wrong advice about some versions of the Wraith
  319. • Updated the Armor and Shield tooltips to better reflect new gameplay mechanics
  320. • Fixed issue where Horde auxiliary fleets failed to get a proper name
  321. • Fixed issue where Feral Prethoryn systems were inaccessible
  322. • Fixed issue where AI trying to hire mercs that weren't available resulted in error log spam
  323. • Fixed issue where empires would sometimes not turn into a Divine Empire upon turning their Chosen One into God-Emperor
  324. • Fixing the issue when opening star base view was not closing other views
  325. • The event where AI empires submit to the Khan can no longer fire for players
  326. • Fleets in orbit now show the in orbit status icon
  327. • Fixed scrollbar being outside of ship section selector window
  328. • Fixed bug where Ion Cannons might spawn without a weapon and made the ship type designable
  329. • Fixed edge-case issue with some event options in "Grimacing" anomaly
  330. • Fixed bug where post-apocalyptic machine empires would spawn with an incorrect capital building
  331. • A proper cost breakdown is now displayed in the tooltip for civilian ships
  332. • Systems that have space monsters, leviathans or enclaves in them no longer contribute to piracy risk
  333. • Fixed error log spam related to Pirates, should work even in already-affected saved games
  334. • Fixed abducting pops not properly removing the pop from the planet, resulting in various weird bugs
  335. • The fleet manager now clarifies why ship designs cannot be added to fleet templates
  336. • Fixed inconsistency in displayed ship evasion in the ship designer vs. the ship view
  337. • Fixed bug where all colonizer species weren't listed in the expansion planner filter
  338. • Made sure ethics costs have a cap of 1000000
  339. • Fixed bug where it was possible to inspect leviathans
  340. • Fixed bug where ship disengage mult modifiers were not display as percentages
  341. • Multiplying resources should no longer overflow
  342. • Fixed root cause for being able to get and lose CBs constantly
  343. • Fixed triggers for Stop Colossus CB to work properly
  344. • Fixed piracy risk interface
  345. • The correct maintenance cost is now displayed when building starbases
  346. • Awakened Empires can no longer freely colonize within other empires' borders
  347. • Battle losses from emergency FTL are properly registered
  348. • Found and fixed more out of synch issues in multiplayer
  349. • Fixed arcane and mysterious code happenings
  350. • Fixed a crash when loading certain older saves
  351. • Fixed ships getting stuck when they lost the sector they belonged to, they now revert to core sector control
  352. • Fixed numerous things that were conspiring to make weapon range modifiers not work
  353. • Army power should now always be displayed consistently regardless of whether they're on a planet, in space, in ground combat
  354. • Fixed "Rift Sealed" achievement sometimes not being awarded properly
  355. • Subject tax mult modifier is now *actually• multiplicative, so so a tax multiplier of 50% on a 25% tax results in 37.5% tax, not 75% tax
  356. • Fixed another case where displacement would not result in pops moving due to incorrect game rules check
  357. • Fixed a freeze when trying to add armies by accelerating name comparisons for armies
  358. • Asteroid Hivers are no longer unidentified when they appear
  359. • Fixed subspecies wrongly becoming undesirables when doing Psionic Ascension
  360. • Fixed Awakened Empire subjugation Casus Belli not working properly
  361. • Fixed scaled difficulty bonuses being reversed
  362. • Fixed a crash in border calculations where systems are generated outside the galaxy
  363. • Fixed issue where Enigmatic Fortress special projects would sometimes fail to appear
  364. • Fixed typo in research header localization
  365. • Claims no longer give opinion penalties between vassals and overlords (both ways)
  366. • Ideology CB is no longer available against Fallen and Awakened empires
  367. • No longer possible to abduct growing pops
  368. • Rampaging trees can no longer into space if you lose control of a planet to them
  369. • Tweaked loc in a few existing events to better match current game systems
  370. • Fixed the machine empire resource boosting society tech having a bad pre-req, resulting in it not being researchable
  371. • Fixed a case where a fleet with a very small number of ships could not be split
  372. • Fixed issue where event announcing destruction of Marauders failed to include their name
  373. • Fixed expansionist ruler trait not reducing mineral cost of outposts
  374. • Fixed army building progress bar overlapping upgrades available icon in the outliner
  375. • Fixed missing 'go to' button in the "Fender Bender" anomaly
  376. • Ships with auto-best ship designs will no longer try to upgrade into non-auto-best designs (unless retrofitted)
  377. • Removed a bunch of cases of "the the" in loc that made the game literally unplayable
  378. • Fixed being unable to land armies on colonies controlled by Marauding Creatures (not retroactive, requires New Game)
  379. • Fixed not being able to cancel a potential claim on the galaxy map if you can't afford a second claim
  380. • Fixed long empire names overflowing in Federation view
  381. • Fixed Hull Points getting truncated in the Federation view Fleets tab
  382. • Fixed misaligned Rename Federation button (e.g. the clickable Federation name)
  383. • Fixed issue with gap in ringworld structures
  384. • Devouring Swarms, Purifiers, Assimilators and Exterminators will no longer get claims on systems they lose in war under most circumstances
  385. • Fixed communication bug where primitives would get communications with everybody in the galaxy (resulting in silent establishment of communication with empires you've never met)
  386. • Fixed crash when bombarding a planet into a tombworld
  387. • Fixed wrong numbers displayed when reinforcing fleets in the fleet manager
  388. • Clicking a design entry in fleet manager no longer opens retrofit menu
  389. • Fixed naval capacity usage being incorrectly calculated for non fully reinforced fleets
  390. • Fixed trade deals failing without explanation if a resource was added and then removed, following asking the same side for that resource
  391. • Fixed cases where the "Unbidden" event wouldn't let you contact them
  392. • Wormholes/Gateways are ignored when looking at closest systems (should reduce cases of events spawning too far away)
  393. • Fixed an issue where reducing the number of ships to zero in the fleet manager while ships of that type were building could produce negative numbers of ships in the manager
  394.  
  395. Update v2.0.1:
  396. • Fixed processing/grid amalgamation/livestock purge types being broken
  397. • Fixed a bug where a fleet split from its parent would forget the previous hyperspace jump and get stuck in systems with FTL inhibitors indefinitely
  398. • Fixed several out of sync bugs in multiplayer
  399. • Fixed some missing/broken localization in various languages
  400. • Fixed upgrading ships wrongly having their XP deleted
  401. • Fixed some UI visibility issues on certain screen resolutions
  402. • Fixed misleading costs displayed for building mining/research stations
  403. • Fixed Admirals being unassigned from a fleet during combat
  404. • Fixed FTL inhibition effect not being removed when you downgrade a starbase
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