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  1. #################################################################
  2. ####################### VERSION 2.0.0 ###########################
  3. #################################################################
  4.  
  5. #################################################################
  6. # DESIGNERS' NOTE #
  7. #################################################################
  8. # #
  9. # Stellaris has changed quite dramatically for 2.0, and in our #
  10. # experience, for the better. Overall you can expect the game- #
  11. # play to have been slowed down a little, and you now need to #
  12. # make active decisions on which star systems you want to #
  13. # expand into and control. #
  14. # #
  15. # You will need to build starbases to control systems and #
  16. # defend your borders. You will need to outfit your starbases #
  17. # with shipyards to build military ships, or turn them into #
  18. # powerful fortresses to defend vital choke points and #
  19. # strategically important locations. #
  20. # #
  21. # How you use your fleets will be different as well, as you now #
  22. # have a limit on how many ships you can have in one fleet. #
  23. # It will also be important to make sure that your fleets are #
  24. # positioned correctly so that they can respond to any threat #
  25. # to your borders - whether be it from pirates or hostile #
  26. # space empires. #
  27. # #
  28. # The war system has changed as well, and you now need to make #
  29. # claims on an enemy's territory before declaring war on them. #
  30. # This means that it is now possible to declare war for a #
  31. # single system without having to wage a long, drawn-out #
  32. # war for it. #
  33. # #
  34. # Larger wars have changed as well, with the arrival of the #
  35. # Colossus in the Apocalypse expansion. The Colossus is a #
  36. # powerful super-weapon that can be equipped with various #
  37. # armaments, one of which is capable of blowing up a planet. #
  38. # #
  39. # We hope you are ready for the Apocalypse. #
  40. # #
  41. #################################################################
  42.  
  43. ###################
  44. # Expansion Features
  45. ###################
  46.  
  47. # Colossus
  48. * Added a new ship size called the Colossus, with graphical variations for all ship sets (including Plantoid and Humanoid if those species packs are owned). The Colossus needs an Ascension Perk and can be equipped with different planet-killer weapons capable of devastating entire planets.
  49.  
  50. # Titan
  51. * Added a new ship size called the Titan, with graphical variations for all ship sets (including Plantoid and Humanoid if those species packs are owned). Titans are massive ships with Titanic-class weaponry that serve as the flagships of your fleet and have auras that can buff friendly ships and debuff hostiles.
  52.  
  53. # Ion Cannon
  54. * Added a new defensive platform called the Ion Cannon. The Ion Cannon is a Titanic-class weapon meant to defend your Starbases against enemy capital ships.
  55.  
  56. # Ascension Perks
  57. * Colossus Project, required to build the Colossus.
  58. * Enigmatic Engineering, prevents enemies from reverse-engineering debris from your ships and extends sensor range.
  59. * Nihilistic Acquisition, allows you to abduct Pops while bombarding enemy planets.
  60.  
  61. # Civics
  62. * Life-Seeded, changes your homeworld into a size-25 Gaia World but also makes other planet classes uninhabitable for your species.
  63. * Barbaric Despoilers, allows you to raid and abduct Pops while bombarding enemy planets but other empires will dislike you.
  64. * Post-Apocalyptic, changes your homeworld into a Tomb World and allows your species to survive on other Tomb Worlds.
  65.  
  66. # Unity Ambitions
  67. * A new set of very powerful edicts that cost Unity to enact. The cost is equal to one tradition unlock. Unity Ambitions are unlocked by the Ascension Theory technology.
  68.  
  69. # Marauders
  70. * Added a new type of non-playable empire, from which you may hire fleets, admirals, generals or pay them to attack your rivals. A Marauder empire can "awaken" under the leadership of a Great Khan, constituting a mid-game crisis. When that happens, the Marauder empire will begin to expand and attack its neighbors.
  71.  
  72. # Music
  73. * Added 3 new music tracks by Andreas Waldetoft
  74.  
  75. # Other
  76. * UTOPIA: Psionic Assimilation: It is now possible for empires that have completed Psionic Ascension to give other biological species residing in their empire the Psionic trait through assimilation
  77.  
  78. ###################
  79. # Free Features
  80. ###################
  81.  
  82. # FTL Rework
  83. * Every empire now starts with the Hyperdrive FTL.
  84. * Wormhole Travel and Warp Travel are no longer available FTL types at the start of the game, and have been changed into additional (and very different from before) modes of travel detailed below.
  85. * Pairs of Natural Wormholes can now be found scattered across the galaxy, connecting two star systems across vast distances. It is possible to pass through them for near-instantaneous travel, with the correct technology.
  86. * Gateways are ancient megastructures connected in a network. Like the Wormholes, they allow instant travel across the galaxy. Gateways need to be activated before they can be used, and you are able to construct new Gateways once you have the technology to do so. Gateways do not require Utopia to restore or build.
  87. * FTL Inhibitors prevent hostile fleets from advancing, they can only leave by the hyperlane they came from while any FTL Inhibitors in the system remain active. Starbases and planets get access to FTL Inhibitors if you have researched the associated technology.
  88. * Jump Drives now allow fleets to make near-instantaneous point-to-point jumps that ignore hyperlanes. However, jumping has a long cooldown and significantly debuffs the fleet while the cooldown is in effect.
  89.  
  90. # Starbases
  91. * System ownership is now determined by who controls the Starbase in it. Starbases are similar to Frontier Outposts and Spaceports combined into one, and they can be upgraded and specialized with different modules and buildings. You must now fully survey a system before constructing a Starbase in it
  92. * Starbases can be upgraded from Outposts into Citadels (5 levels total)
  93. * Starbases have module slots (0/2/4/6/6) that can be filled out with different Modules such as Shipyards and Trading Hubs
  94. * Starbases have building slots (0/1/2/3/4) that can be filled out with different Buildings such as the Fleet Academy and the Nebula Refinery
  95. * Starbases can build and maintain their own fleet of defensive platforms. The number of defensive platforms a Starbase can support depends on its size, buildings and other factors such as ascension perks
  96.  
  97. # Fleets
  98. * Fleet Command Limit is a cap on how many ships can be in the same fleet, effectively limiting how many ships a single admiral can command and provide bonuses to.
  99.  
  100. # Ascension Perks
  101. * Most basic ascension perks are now available in the base version of Stellaris. Megastructures and Psionic/Biological/Synthetic ascension paths still require Utopia
  102. * Added the Eternal Vigilance ascension perk that boost your defensive capabilities, increasing starbase defensive platform cap, and effectiveness of defensive platforms and starbases
  103. * Added the Executive Vigor ascension perk that doubles your edict duration
  104.  
  105. # Army rework
  106. * Defensive armies are no longer built, but are rather created automatically to garrison planets from certain buildings, such as Capitals and Fortresses
  107. * Orbital Bombardment was changed. While a fleet is bombarding a planet, it will now deal damage to both armies defending the planet, and the planet itself. Planet damage is a value that goes from 0 to 100%, and once it hits maximum, a tile on the planet will be damaged, ruining any building on it and potentially killing pops and creating blockers. More severe forms of bombardment do more damage to both armies and planets
  108. * Planets can now construct Fortress buildings that provide additional defensive garrisons. Armies spawned by a Fortress cannot suffer any damage from orbital bombardment while the Fortress is functional
  109. * Assault armies engaged in battle on a planet will now cause collateral damage to the planet, in the form of planetary damage similar to from bombardment. Different types of armies cause different amounts of collateral damage
  110. * Armies at low (<50%) morale will now have their combat ability reduced, in addition to the more severe penalty that already exists for being at 0 morale
  111. * Planets now have a combat width that determines how many units can take and deal damage at the same time during combat
  112. * Planets no longer have a limit to how many armies can be garrisoned on them
  113. * Armies now have a chance to disengage from battle when they take damage and their health is at <50%. Disengaged units will not deal damage or take damage as long as there are other units to fill the combat width
  114. * Retreating from an invasion now results in each retreating unit having a chance of being overrun and destroyed. The chance increases if the unit is at low health
  115.  
  116. # Unit Experience
  117. * Armies and Ships will now gain experience from combat and rank up. Higher rank armies/ships are more effective in battle
  118.  
  119. # Galactic Terrain
  120. * Certain systems will now have effects on ships in them. Pulsars, Neutron Stars and Black Holes will affect ships in the same system in various ways, while Nebulas prevent all outside sensors from having a view of the system
  121.  
  122. # Fleet Manager
  123. * We have added a new interface that lets you manage your fleets. You can manage templates, retrofit designs and reinforce all fleets.
  124.  
  125. # Technology
  126. * Technologies have been reworked into 5 tiers, and many have had their base costs changed
  127. * Renamed Atmospheric Restoration to Atmospheric Transformation
  128. * Doctrine: Fleet Support no longer unlocks any spaceport modules, but instead increases naval capacity
  129. * Interstellar Fleet Traditions tech no longer unlocks any spaceport module, but instead unlocks two starbase buildings
  130. * Auxiliary Fire-control technology added to the game
  131. * Modular Engineering technology has been added, which reduces starbase building and module build cost by 25%
  132. * Each ship size has two technologies that increases hull points. For example, corvettes can increase their hull points by +100 two times
  133. * Each ship size has a technology to increase the build speed of that ship size by 25%
  134. * Technologies that unlock new ship sizes also increase Fleet Command Limit by +10
  135. * Orbital Hydroponics tech removed from game
  136. * Will to Power tech removed from game
  137. * Wormhole Stabilization technology has been added to the game, and it is required to travel through Wormholes
  138. * Gateway Activation technology has been added to the game, and it is required to activate Gateways and to travel through them
  139. * Gateway Construction technology has been added to the game, and it is required to build new Gateways
  140.  
  141. # Traits
  142. * Traditional species trait has been added, which increases unity output
  143. * Quarrelsome species trait has been added, which reduces unity output
  144.  
  145. # Spaceports
  146. * Spaceports as an entity no longer exist, and starbases with shipyards are required to build military ships. Every planet can build civilian ships through the spaceport tab, including Habitats
  147. * All spaceport modules removed from the game. Some were converted into Starbase buildings
  148.  
  149. # Pirates
  150. * Pirates can now spawn in any unowned system near your borders. Pirate spawns keep getting stronger as the game goes on. Pirates will raid systems to destroy mining and research stations
  151. * Pirates cannot spawn during the first 10 years of the game
  152.  
  153. # Sensors & Intel
  154. * Sensor range is now a measure of how many FTL jumps away you can see rather than euclidian distance. A sensor range of 1 gives view of only the same system, 2 of same and neighboring system, and so on
  155. * Intel levels have changed. They are as follows: None (Unknown), Low (unsurveyed but known), Medium (surveyed, not in sensor range), High (unsurveyed, in sensor range) and Full (surveyed, in sensor range)
  156. * You no longer need to survey systems owned by other empires you have comms with. Exception is systems owned by Fallen Empires or Marauders
  157.  
  158. # Edicts
  159. * Edicts now all have an up-front cost and a duration, rather than being able to be toggled on and off. The only exception are one-off edicts such as Land Reclamation
  160. * Removed a bunch of planetary edicts, and many others were turned into empire edicts. In addition, many of them have had their effects tweaked or reworked.
  161. * Recycling Campaign empire edict added to the game, which reduces consumer goods cost
  162. * Healthcare Campaign empire edict added to the game, which increases pop growth
  163. * Education Campaign empire edict added to the game, which increases leader experience gain
  164. * Fear Campaign empire edict added to the game, which increases unity output and xenophobia
  165.  
  166. # Setup
  167. * Can now set when mid-game and end-game events will start at galaxy setup
  168. * Can now set overall speed at which tech and traditions are unlocked at galaxy setup
  169. * Can now set frequency of wormholes and abandoned gateways at galaxy setup
  170.  
  171. # Misc.
  172. * Added some new events for gaining additional Precursor artifacts outside of anomalies, this should guarantee that precursor chains can always be completed
  173. * It is now possible to start a game with no other empires in it, but this will disable conquest victory
  174. * You now start with your home system explored, and largely fixed (slightly randomized) number of resources present
  175. * No longer possible to trade star charts with other empires, instead you can trade for communications
  176. * War Philosophy now controls whether or not you can freely make claims on other empires. It is always possible to claim systems of empires that you are fighting a defensive war against
  177. * Broken planets are now their own planet class, instead of using the barren planet class
  178. * The Scyldari are now Spiritualist rather than Materialist, as the prescripted empires were looking a bit Materialist-heavy
  179. * Changed the Iferyx from Xenophobe to Pacifist, and gave them Corporate Dominion, to give them a different AI personality from Yondar attraction
  180. * Added new component reactor booster with 3 levels and accompanying techs - aux slot component that gives extra power to ships, the basic version is available as a start tech
  181. * Mineral Processing technology no longer gives +2000 Mineral storage cap, but rather unlocks Nebula Refinery
  182. * Consolidated mineral storage modifiers from techs into just a few techs instead of spread all over
  183. * Military Stations removed as a buildable station type. They are now Defensive Platforms for starbases.
  184. * Added Resource Replicator building, which converts 50 energy into 30 minerals per month
  185. * Auxiliary Fire-control aux component added to the game, which is an aux slot component that increases weapon hit chance
  186. * Curators now ask if you wish to renew their research agreement when it ends
  187. * Added a new Corvette-section: Picket Ship with 1 point-defense slot and 2 small slots
  188. * Climate Transformation technology is now called Climate Restoration again
  189. * Added Feral Prethoryn events
  190.  
  191. ###################
  192. # Balance
  193. ###################
  194.  
  195. # Important
  196. * Armor has been reworked completely. It is no longer a damage reduction modifier, but rather a separate source of hit point, similar to hull points or shields.
  197. * Weapons can deal additional (or reduced) damage to hull points, armor and shields. Damage is first applied to shields, then armor and lastly hull.
  198. * Missiles have been completely reworked. All missiles now use the guided slot, ignore shields and will have a specific intended target.t
  199. * Reactors are now a required component, and are no longer placed in Utility Slots
  200. * Strike Craft now only exist as one entity, and are no longer split up between bombers and fighters
  201. * Point-Defense has been reworked to adjust for new strike craft stats
  202. * You now always start the game with laser, projectile and missile weapon techs, as well as basic shields and armor tech
  203. * Becoming Federation President now requires an empire to own at least 10% of a Federation's total planets, OR at least half the number of planets of the largest member. Empires who do not fulfill this condition will be passed over for leadership.
  204. * Only science ships staffed by scientists can now enter systems that you completely lack intel on (stops 'corvette exploration')
  205. * Added Force Disparity mechanics. In combat, a smaller force that is engaging a larger one (based on total combined fleet sizes) will now get a bonus to firing speed, to make casualties in battles less lop-sided
  206. * Ships now have a chance to disengage from combat whenever they take hull damage while already at <50% health. The chance depends on the amount of damage dealt, the ship size (smaller ships have an easier time disengaging) and ship/country modifiers. Disengaged ships are not dead, but do not take any further part in the combat, and rejoin the fleet once combat ends
  207. * Leaders now cost 200 energy to hire instead of 50 influence
  208. * Resettlement now costs energy instead of influence
  209. * Basic (lvl 0) Farms, Mines and Power Plants removed
  210. * Lvl 1 buildings (Farms, Mines, Power Plants) can now be built on new colonies
  211.  
  212. # Civics
  213. * Buffed Shadow Council to -75% influence election cost
  214. * Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)
  215. * Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research
  216. * Driven Assimilators can now research most Genetics techs
  217. * Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops
  218. * Servitor Morale modifier scaling has been made more granular, updating per every 5% Bio-Trophy population rather than every 10%
  219. * Rogue Servitors and Assimilators can now uplift species
  220. * Corporate Dominion civic now increases Trading Hub energy output by 1, instead of +10% energy credits. In addition, it also unlocks Private Colony Ship
  221. * Imperial Cult civic no longer reduces edict cost by 33%, but rather increases edict duration by 20%
  222. * Cutthroat Politics civic no longer increases monthly influence by +1, but rather reduces edict cost by -20%
  223. * Inward Perfection no longer increases monthly influence by +1, but rather increases edict duration by 10%
  224. * Charismatic ruler trait effect on edict cost reduced from -20% to -10%
  225. * Planetary Unification technology now increases monthly unity by +5
  226. * Distinguished Admiralty civic no longer increases evasion, but rather increases admiral level cap by 2
  227.  
  228. # Traits
  229. * Fortifier ruler trait effect changed to reduce starbase upgrade cost by 20%
  230. * Trickster admiral trait now gives +25% ship disengagement chance instead of -50% emergency FTL damage
  231. * Charismatic ruler trait effect on edict length reduced from +25% to +20%
  232. * Deep Connections ruler trait now requires Planetary Unification technology and is no longer available for starting rulers
  233. * Eye for Talent ruler trait no longer increases leader recruitment cost, but instead increases Leader Experience Gain by 20%
  234. * Eager and Newboot now reduce leader cost by -50% (instead of -33%)
  235.  
  236. # Technology
  237. * Corps of Engineers now increases starbase upgrade speed by 25% and reduces starbase upgrade cost by 15%
  238. * Combat Training technology now also gives +10% army damage
  239. * Technology is now twice as expensive to research for Awakened Fallen Empires
  240. * Commissar Squads attachment now requires Centralized Command instead of Will to Power
  241. * Moved some techs to the Computing and New Worlds tech categories, to make them more useful specializations
  242. * Renamed Rocketry category to Propulsion, and moved kinetics weapons tech into it, to make it a more useful specialization
  243. * All technologies should now belong to a category intended for its field, ie no more statecraft technologies in physics
  244. * Gaia Creation technology removed from the game, Gaia World terraforming is now a part of the World Shaper ascension perk
  245. * Planetary Unification technology now unlocks campaign edicts
  246. * Atmospheric Manipulation technology removed
  247. * Terrestrial Sculpting technology now allows you to terraform planets into other climates as well
  248. * Terrestrial Sculpting technology base cost increased from 1000 to 2000
  249. * Ecological Adaptation technology base cost increased from 3000 to 4000
  250. * Ecological Adaptation technology now requires Terrestrial Sculpting instead of Atmospheric Manipulation
  251. * Climate Restoration technology now requires Terrestrial Sculpting instead of Atmospheric Manipulation
  252. * Galactic Markets technology now requires Colonial Centralization instead of Galactic Administration
  253. * Galactic Benevolence technology now requires Colonial Centralization instead of Galactic Administration
  254. * Interplanetary Research Initiative technology now requires Colonial Centralization instead of Galactic Administration
  255.  
  256. # Traditions
  257. * Tradition cost is now based on number of owned planets & systems, number of pops has no effect
  258.  
  259. # Expansion
  260. * Reach for the Stars expansion tradition no longer affects colonization influence cost, but rather reduces starbase influence cost by 10%
  261. * Galactic Ambitions expansion tradition no longer reduces upkeep for frontier outpost, but rather increases starbase capacity by 2
  262.  
  263. # Domination
  264. * Domination adopt effect now unlocks Demand Tribute and Demand Vassalization diplomatic actions instead of the previous effects.
  265.  
  266. # Purity
  267. * Never Surrender purity tradition now increases starbase hull points by +10% and defensive army health +50%
  268.  
  269. # Prosperity
  270. * Administrative Operations now also reduces starbase upkeep by 10%
  271. * Trans-Stellar Corporations no longer unlocks private colony ship, but rather increases energy output by 5% and Trading Hubs produce an additional 1 energy
  272.  
  273. # Harmony
  274. * The Greater Good effect on unrest reduction reduces from 25% to 20%
  275.  
  276. # Supremacy
  277. * Supremacy adopt effect no longer increases border range, but rather increases starbase capacity by 2 and reduces starbase upgrade cost by 20%
  278. * Supremacy finish effect no longer increases fire rate, but instead unlocks War Doctrine policies, which allow you to give different bonuses to your ships
  279. * Master Shipwrights no longer increases naval capacity, but rather reduces upgrade cost by 20%.In addition, the effect on ship build speed has been increased from +15% to +25%
  280. * Right of Conquest now reduces claim cost by 20% instead of war demand cost
  281. * War Games no longer increases admiral level cap, but rather increases command limit by 20 and ship fire rate by 10%
  282.  
  283. # Discovery
  284. * Polytechnic Education effect on leader experience gain reduces from 33% to 25%
  285.  
  286. # Ascension Perks
  287. * Master Builders now requires Zero Point Power, but gives the Mega-Engineering tech option
  288. * Interstellar Dominion no longer increases border range, but rather reduces starbase influence cost and claim cost by 20%
  289. * Mastery of Nature no longer unlocks all tile blocker clearing technologies, but rather gives your planets access to an edict that can permanently increase their size by 1 to 3, depending on their size. In addition, effect on tile blocker clear cost reduces from 50% to 33%.
  290. * One Vision now also increases unity output by 10%
  291. * World Shaper now requires Climate Restoration technology
  292. * World Shaper no longer gives Atmospheric Manipulation technology, but rather unlocks the ability to terraform planets into Gaia Worlds. In addition, effect on terraforming speed removed.
  293. * Voidborne now only requires Star Fortress technology
  294. * Galactic Force Projection effect on naval capacity reduced from 200 to 80. In addition, fleet command limit is also increased by 20.
  295.  
  296. # Crisis
  297. * Reduced the chance of the Contingency crisis triggering
  298. * Contingency now uses particle/tachyon lances instead of Arc Emitters
  299. * Contingency-occupied planets are now left without an owner upon liberation to prevent border gore
  300.  
  301. # Fallen Empire
  302. * Enigmatic Observer Fallen Empires now hate Fanatic Purifiers, Devouring Swarms, and Determined Exterminators slightly less, minimizing instant war declarations
  303. * It is now possible to spawn 5 fallen empires in a Huge galaxy if you have Synthetic Dawn
  304.  
  305. # Misc.
  306. * No longer possible to release a planet undergoing Stellar Culture Shock as a vassal
  307. * Native Indoctrination now costs energy but gives society research
  308. * Increased the energy cost of native Enlightenment and Infiltration
  309. * Boosted the society output of Passive and Active native observation
  310. * Living Metal now gives -20% Megastructure Build Cost instead of +30% Megastructure Build Speed
  311. * Reduced the effect of Admiral skill level on ship fire rate from 5% to 3%
  312. * Increased the likelihood of High and Medium probability reward options in Shroud events
  313. * Increased likelihood of several unique Shroud events granting special boons to fire
  314. * Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare, as the happiness boosts provided were simply not worth the massively increased costs
  315. * Increased effect of leader skill on election support
  316. * Doubled the chance of getting the "Hotfix" Warning Signs event
  317. * Quartered the initial risk of getting the Machine Uprising (without warning signs)
  318. * Domesticated Prethoryn fleet no longer uses naval capacity, and cannot be disbanded
  319. * Colonized planets and habitats always have a spaceport tab to build civilian ships
  320. * The fleet donated by the Cybrex no longer uses up naval capacity and cannot be disbanded
  321. * Machine Leaders no longer cost 100% more influence (random breakdowns are balanced enough against leader age)
  322. * Afterburners now add some evasion
  323. * Synthetics in Servitude no longer have a penalty to energy production
  324. * Empires that have outlawed robotic workers before any Warning Signs events occur will no longer experience Warning Signs or Machine Uprisings
  325. * Warning Signs events now chain together over years rather than decades, culminating in either a Machine Uprising or a "hotfix" event permanently blocking Machine Uprisings
  326. * Reduced risk of Warning Signs/Uprising occurring once every decade past 50 years from 50% to 33%
  327. * Warning Signs (and Machine Uprisings) can no longer occur before 50 in-game years have passed
  328. * Hacking the Infinity Machine is now far more likely to succeed, and yields a better reward
  329. * Self-Modified Pops now count as a different species for the purpose of species rights
  330. * Planetary Shield Generator now only requires Planetary Administration rather than Capital
  331. * Xenophobe empires will no longer experience Pop self-modification, as this would just result in them being instantly enslaved
  332. * Shields and Armor technologies have now had their costs rescaled a bit
  333. * You now automatically have survey data on most systems owned by empires you have communications with. Certain empires, such as Fallen Empires, will not share survey data
  334. * Each ship class now has multiple types of combat computers to choose from, with different combat tactics suitable for the ship class.
  335. * Science, Construction, Transport and Colony Ships are no longer designable, but rather has a fixed cost and are auto-updated with the latest components
  336. * Reworked Enigmatic Shields and Power Cores into Dark Matter Deflectors/Reactors, tier 4 techs that can be scavenged from Fallen Empires
  337. * You can now repair and get reduced orbit maintenance at allied starbases
  338. * The orbit maintenance cost reduction is now applied when orbiting a starbase, not when orbiting a planet
  339. * Stars now always have some sort of deposit, so that there are no completely useless systems
  340. * Crystal-Infused and Crystal-Forged plating are now regular utility slot items that add hull points to ships
  341. * Significantly reduced the amount of naval capacity empires get in the late game. Maximum possible naval capacity is now 1000
  342. * Doubled the impact of more advanced thrusters on ship sublight speed
  343. * Shield Capacitors now increase shield hit points by +10% instead of increasing shield regen
  344. * Lowered MTTH on the Dragon's Hoard events
  345. * Most ship sizes can now be inspected, even crisis ship designs
  346. * Defensive Platform build time reduced from 180 to 120
  347. * Defense Platform upkeep costs reduced from x0.75 to x0.25
  348. * Mineral Processing and Advanced Mineral Processing technologies no longer unlock Mineral Silos
  349. * Removed Mineral Silo buildings from the game, and is now instead a starbase building
  350. * Added tradition effects on tech weights for some technologies
  351. * Private Colony Ship is now unlocked by the Corporate Dominion civic
  352. * Authoritarians can now use species-wide slavery
  353. * Equalized combat computer stats and specialized them more towards their specific roles
  354. * Habitat Labs effect on research output reduced from 3/3/3 to 2/2/2
  355. * Gaia Planets and Machine Worlds now have the same cost (10000) and time to complete (7200)
  356. * Gaia World now increases pop output by +10% instead of increasing unity output by +15%
  357. * Machine World effect on pop output reduced from +25% to +20%
  358. * Delicious Titans modifier now gives +20 food (static) instead of +50% food
  359. * Doubled the chance for non-Tomb World colony event chains to fire within the first five years after colonization
  360. * Trader Enclaves now give resources monthly instead of in lump sums when you make a trade deal with them.
  361. * The Artisan opinion reward for patronage is now given immediately instead of monthly
  362. * Demand Vassalization and Demand Tribute diplomatic actions now require Domination Traditions to be adopted
  363. * Art Monument purchase cost increased from 1500 to 3000
  364. * Ministry of Culture purchase cost increased from 2000 to 5000
  365. * Ministry of Benevolence building influence cost increased from 100 to 150
  366. * Ministry of Benevolence building mineral cost reduced from 500 to 300
  367. * Galactic Stock Exchange building influence cost increased from 100 to 150
  368. * Galactic Stock Exchange building mineral cost reduced from 500 to 300
  369. * Research Institute building mineral cost reduced from 500 to 300
  370. * Research Institute building influence cost increased from 100 to 150
  371. * Plague Memorial building effect on happiness reduced from +10% to +5%, but now also produced 2 unity
  372. * Consolidated the three Curator enclaves into a single country
  373.  
  374. ###################
  375. # AI
  376. ###################
  377. * Major AI work and changes for new and changed features
  378. * Fixed AI evaluation of which portal belongs to which extra-dimensional invader
  379. * Added a 'crisis fighter' AI module used for Cybrex and Sentinels, that should make them more effective at their jobs and less prone to getting stuck
  380. * Roaming space monsters now have their own AI module that should make them less prone to getting stuck or wandering into suicidal situations
  381. * Sectors will now always want to have at least 300 energy left after clearing a blocker, instead of spending their last energy credits
  382.  
  383. ###################
  384. # User Interface
  385. ###################
  386. * 'Maintenance' is now always referred to as 'Upkeep'
  387. * Tooltip for planet view pop counter now tells you the amount of each species on the planet
  388. * Expansion planner now hides planets in other empires' space
  389. * Map icons now differentiate between different kinds of military & civilian ships, and show a different icon for ships that are in FTL
  390. * You can now see in the outliner when you have planets that need buildings or upgrades
  391. * Added more descriptive tooltips to species view to tell you which species are living on which planets
  392. * Added a Help button in the connection window shown when failing to connect to a server
  393. * Systems now have a brief descriptive tag (such as 'Homeworld System' or 'Mining System') shown in the nameplate in system view. This descriptive tag is scriptable in the system_types database folder.
  394. * Added a notification for when an edict expires
  395. * Sensor Range is no longer displayed on the Galaxy Map
  396. * Single ships that are heading to merge with another fleet are no longer shown in the outliner
  397. * Galaxy and system view now show remaining duration in the tooltips for planets with ongoing terraforming processes
  398. * Component Torpedo Slot (T) is now called the Guided slot (G)
  399. * Transport fleets can now be set to aggressive stance. Aggressive stance transports will automatically follow nearby military fleets and invade hostile planets, if odds are favorable
  400.  
  401. ###################
  402. # User modding
  403. ###################
  404.  
  405. # Misc.
  406. * armor_damage can now be specified for components
  407. * Added a hull_damage column to the components sheet which decides how much bonus damage is dealt to hulls
  408. * combat_max_speed and combat_rotation_speed have been removed, only max_speed and rotation_speed are used now
  409. * can_recharge_shield component property has been removed
  410. * Added shipsize_X_hull_add
  411. * Add add_casus_belli effect
  412. * you can now skip the hyperlane creation and the auto discovery of systems created by spawn_system
  413. * Rename on_white_peace -> on_status_quo, on_white_peace_forced -> on_status_quo_forced
  414. * Removed declare_white_peace_with effect
  415. * Added fleet settings can_disband and uses_naval_capacity
  416. * Removed can_support_spaceport option from planet class
  417. * Removed spaceport context switch
  418. * Removed random_spaceport, every_spaceport effects and any_spaceport, has_spaceport_construction triggers
  419. * Removed create_spaceport effect
  420. * added effects add_seen_bypass_type, add_seen_bypass
  421. * Added support for show_tech_unlock_if for armies & attachments
  422. * change_species now works to change country founder species
  423. * Traits are now restricted by moddable species archetypes rather than species classes, so new species classes need only be assigned the correct archetype instead of having to be added to every trait. Archetypes can be set to inherit the traits of other archetypes for easy creation of new archetypes with unique traits.
  424. * Species points are now handled on the archetype level rather than the species class level
  425. * Added support for species archetypes to inherit their trait points from another archetype
  426. * Civics can enforce species traits on the primary species
  427. * Added a game rule for when planets can be colonized outside your borders
  428. * Added new scope system_star, targets the star object in a solar system
  429. * Added new scope capital_star, targets the star object in capital solar system
  430. * Added set_species_flag, remove_species_flag and set_timed_species_flag effects
  431. * Added effect remove_auto_move_target
  432. * Added effect auto_move_to_planet, this makes a fleet automatically move to and orbit the targeted planet
  433. * Added fleet_uses_templates game rule
  434. * Added an on-action for when an auto-moving fleet completes its movement to destination
  435. * Added optional parameter destroy_on_arrival to auto_move_to_planet effect
  436. * Added new effect auto_attack_fleet = { target = <fleet> }, makes a fleet follow and force-attack another fleet regardless of hostility rules. Can be aborted with remove_auto_move_target
  437. * Reworked auto_attack_fleet into auto_follow_fleet with an optional attack_fleet parameter, if off the fleet just keeps following the target
  438. * Fixed every_ship and every_pop effects being read with an incorrect scope
  439. * Files in common/defines and common/sector_settings use UTF-8 encoding (without BOM) to be consistent with other script files
  440. * Added a define to control whether staffed science ships are needed to explore unknown systems
  441. * Scripted base cost for Traditions removed and is now based on a defined base cost
  442. * clear_uncharted_space is now clear_uncharted_space = <Country/GalObj>
  443. * Added leader_age_min and leader_age_max variables for randomizing an age in create_leader effect
  444. * Can now set whether a ship size is able to be inspected with sensors or not using can_be_inspected setting
  445. * Possible to script create_fleet with species name in fleet title name
  446. * Added effect randomize_flag_symbol = <category>
  447. * Add clone_leader effect where the last created leader is cloned
  448. * set_skill effect now ignores level caps
  449. * create_leader effect now takes skill level (skill = 1-10) instead of amount of experience, and ignores level caps
  450. * Added show_notification flag for Casus Belli types
  451. * Add add_static_war_exhaustion effect for planet destruction events
  452. * Add event target for attacking country in add_static_war_exhaustion effect
  453. * Add define for message notification standard duration (30 days)
  454. * ship_emergency_ftl_mult now controls the chance that a ship takes damage or dies during emergency FTL
  455. * Support for Male/Female Second Names in Name Lists
  456. * Added location EventTarget for battle in add_static_war_exhaustion effect
  457. * Add random_owned_starbase effect
  458. * Added add_claims effect
  459. * Added remove_claims effect
  460. * root scope in effect inside create_species now points to root instead of from
  461. * It is now possible to script a limit on how many an empire can build of a certain ship size, potentially scaled to naval capacity
  462. * Add exclusive_trigger to event options that, if valid, disables all other event options
  463. * Use false as default value for is_space_critter (previous named has_leader)
  464. * declare_war, can_declare_war: enemy country is specified with "target"
  465. * declare_war and can_declare_war require the attacker_war_goal to be specified
  466. * Added a should_force_rename setting to governments, that forces an empire renaming if they are switched to or from
  467. * Added set_planet_size effect
  468. * The resettle_pop effect now optionally takes a tile as well, planet does not need to be defined if moving pops on the same planet
  469. * added 'base' parameter to modify_species effect to change the base species of the new species
  470. * Exported orbital bombardment stances into a scriptable database, so new stances can easily be added
  471. * Added a ship size setting for whether designs should have a mineral maintenance cost
  472. * Added tiered_technology_module for country types, unlocks all techs of a certain tier and below
  473. * Armies can now be set as not being limited by number of pops
  474. * Added set_fleet_bombardment_stance effect
  475. * added "can_have_their_comms_shared" to country type to allow countries that have custom diplomacy to be shared with allies
  476. * Added effects add_hyperlane and remove_hyperlane
  477. * change_pc effect now lets you keep the previous planet entity
  478. * added on_action events for on_space_battle_lost and on_space_battle_won the same way other such events are triggered from the combat manager
  479.  
  480. # Defines
  481. * Added CLAIM_COST_MAX define limiting how much a single claim can cost
  482. * Added define SHIP_DESIGN_SAME_NAME_FACTOR
  483. * Renamed WAR_EXHAUSTION_MAX_FROM_UNITS define to WAR_EXHAUSTION_FROM_UNITS_CUTOFF
  484. * Added WAR_EXHAUSTION_SHIPS_KILLED_DIV gameplay define
  485. * Added WAR_EXHAUSTION_HIGH_ALERT define
  486. * Added WAR_EXHAUSTION_PLANET_OCCUPATION_DIV gameplay define
  487. * WAR_EXHAUSTION_MAJOR_WAR_MULT gameplay define is now added to 1.0 before being applied
  488. * Apply WAR_EXHAUSTION_MAJOR_WAR_MULT properly for fleets and armies
  489. * WAR_EXHAUSTION_PASSIVE_GAIN_MONTHLY gameplay define has been reworked into WAR_EXHAUSTION_PASSIVE_GAIN_YEARLY
  490. * The define PEACE_MAX_WARSCORE_TO_DEMAND has been remade into PEACE_MAX_WAR_EXHAUSTION_TO_DEMAND
  491. * Added WAR_EXHAUSTION_PASSIVE_GAIN_MONTHLY define
  492. * WAR_SCORE_MAJOR_WAR_MULT has been reworked into WAR_EXHAUSTION_MAJOR_WAR_MULT
  493. * WAR_SCORE_SHIP_KILL_MULL has been reworked into WAR_EXHAUSTION_SHIP_KILLED_MUL
  494. * Renamed define WAR_EXHAUSTION_FROM_UNITS_CAP to WAR_EXHAUSTION_MAX_FROM_UNITS
  495. * Added define WAR_EXHAUSTION_MIN_FROM_BATTLE which defines the minimum amount of war exhaustion gained from battles that is required for it to be registered
  496. * Rename WAR_EXHAUSTION_X_MUL defines to WAR_EXHAUSTION_X_MULT for consistency
  497. * WAR_SCORE_X defines have been reworked into WAR_EXHAUSTION_X
  498. * WAR_EXHAUSTION_CAN_ENFORCE_SURRENDER has been renamed to WAR_EXHAUSTION_ENFORCE_SURRENDER
  499. * WAR_EXHAUSTION_CAN_STATUS_QUO has been renamed to WAR_EXHAUSTION_ENFORCE_STATUS_QUO
  500. * Added WAR_EXHAUSTION_ARMY_KILLED_MULT
  501. * Added CLAIM_COST_BASE and CLAIM_COST_DISTANCE_{FREE,FAR,COST,SCALE} economy defines
  502. * Rename SET_DEFENDER_WAR_DEMANDS_TIME_LIMIT -> SET_DEFENDER_WAR_GOAL_TIME_LIMIT
  503. * PLANET_DISSOLVE_ANIMATION_TIME_SCALE define has been added to the game
  504. * MILITARY_POWER_ARMOR_DAMAGE_WEIGHT define has been added to the game
  505. * MILITARY_POWER_ARMOR_WEIGHT define has been added to the game
  506. * DAMAGE_REDUCTION, SIZE_MULTIPLIER_DAMAGE_REDUCTION_EFFECT, DAMAGE_REDUCTION_MAX_SHIP_SIZE, DAMAGE_REDUCTION_HIGH, DAMAGE_REDUCTION_HIGH_SCALING, DAMAGE_REDUCTION_MAX defines have all been removed
  507. * MIN_COMBAT_SPEED_FOR_AFTERBURNERS has been replaced with MIN_SPEED_FOR_UTILITIES
  508. * SHIP_SPEED_SCALE define has been added to the game, which decides how the scripted/displayed ship speed scales towards the internal speed
  509. * REPAIR_RATE ship define has been removed
  510. * STARTING_WEAPON_TECHS_ICONS define has been removed
  511. * STARTING_WEAPON_TECHS define has been removed
  512. * OUTPOST_STATION_BUILD_SPEED_MULT define has been removed
  513. * REPAIR_SHIELD_MUL define has been removed
  514. * START_REPARATION_TIMER_DAYS define has been removed
  515. * STATION_SELF_REPAIR_RATE define has been removed
  516. * WAR_SCORE_WARGOAL_MULT define has been removed
  517. * WAR_SCORE_FLEET_COMBAT_WIN_BASE gameplay define has been removed
  518. * WAR_EXHAUSTION_ENFORCE_SURRENDER define has been removed
  519. * WAR_EXHAUSTION_{PLANET_BASE,PLANET_POP,OCCUPATION_MULT,SUBJECT_MULT,SUBJECT_FE_MULT} gameplay defines have been removed
  520. * WAR_EXHAUSTION_SHIP_KILLED_MUL define has been removed
  521.  
  522. # Modifiers
  523. * Added ship_max_damaged_effect static modifier which is fully applied to damaged ships at 1% HP and scaling to nothing at 100% HP
  524. * ship_hull_regen_add_perc modifier has been added to the game
  525. * ship_hull_regen_add_static modifier has been added to the game
  526. * ship_armor_regen_add_perc modifier has been added to the game
  527. * ship_armor_regen_add_static modifier has been added to the game
  528. * ship_shield_regen_add_perc modifier has been added to the game
  529. * ship_shield_regen_add_static modifier has been added to the game
  530. * station_self_repair static modifier has been added to the game
  531. * ship_armor_damage_mult modifier has been added to the game
  532. * ship_armor_regen_add modifier has been added to the game
  533. * ship_disengage_chance_mult modifier has been added to the game
  534. * ship_shield_reduction modifier has been added to the game
  535. * ship_armor_reduction modifier has been added to the game
  536. * ship_speed_reduction modifier has been added to the game
  537. * country_claim_influence_cost_mult modifier has been added to the game
  538. * country_distant_claim_influence_cost_mult modifier has been added to the game
  539. * country_claim_distance_mult modifier has been added to the game
  540. * ship_auto_repair_add modifier has been removed
  541. * ship_auto_repair_mult modifier has been removed
  542. * ship_hitpoints_add has been renamed to ship_hull_add
  543. * ship_hitpoints_mult modifier has been renamed to ship_hull_mult
  544. * ship_hull_damage_mult modifier has been added to the game, which decides how much bonus damage is dealt to hulls
  545. * starbase_building_build_{cost,speed}_mult modifiers has been added to the game
  546. * starbase_module_build_{cost,speed}_mult modifiers has been added to the game
  547. * shipclass_<class>_build_speed_mult modifiers has been added to the game
  548. * ship_disengagement_chance_reduction modifier has been added to the game
  549. * ship_shield_regen_mult modifier has been removed
  550. * orbit_repair_effect static modifier has been added to the game
  551. * ship_combat_speed_mult modifier has been removed, only ship_speed_mult should be used
  552. * opinion_white_peace_not_accepted has been renamed to opinion_status_quo_not_accepted
  553. * country_starbase_upkeep_mult modifier has been added to the game, it affects upkeep of all Starbases, Starbase Buildings/Modules and Defense Platforms in empire
  554. * ship_speed_reduction modifier has been added to the game
  555. * ship_speed_reduction modifier has been added to the game
  556. * ship_shield_hp_add has been renamed to ship_shield_add, to be consistent with armor and hit points
  557. * Component armor_value has been removed and is now handled via the ship_armor_add modifier
  558. * Replaced the define for ship orbit reduction with ship_orbit_upkeep_mult modifier, multiplicative on maintenance when ship is docked with Starbase
  559. * renamed leader_influence_x_cost modifiers to leader_x_cost
  560. * shipclass_X_hit_points_mult has been renamed to shipclass_X_hull_mult
  561.  
  562. # Triggers
  563. * Added is_designable trigger which checks if the ship design/ship/fleet is designable
  564. * Added has_auto_move_target trigger
  565. * Added has_species_flag trigger
  566. * added "owns_any_bypass" trigger. Returns true if the scoped country owns a bypass of the type passed in parameter. Ex = "owns_any_bypass = gateway"
  567. * the "distance" trigger can now skip either min_distance or max_distance for when you want don't need both
  568. * New trigger "num_active_gateways" compares the number of currently active trigger to a value
  569. * Removed war_demand_counter trigger
  570. * Removed is_proposing_war_demands trigger
  571. * Added count_starbase_modules trigger
  572. * Added has_starbase trigger and set_starbase_owner effect
  573. * add has_casus_belli trigger to check if a country has a valid CB (any CB or a specific one) on another country
  574. * Added trigger has_hyperlane_to
  575. * Add count_starbase_sizes trigger
  576. * Add any_owned_starbase trigger
  577. * Add using_war_goal trigger
  578. * Add free_army_slots trigger
  579. * expended trigger "is_constructing" to also accept "starbase", "mining_station", "research_station", "observation_post" and specific ship class to see if a constructor ship is constructing it
  580. * {off,def}_war_score_sum triggers have been reworked into {off_def}_war_exhaustion_sum triggers
  581. * {attacker,defender}_war_score triggers have been reworked into {attacker,defender}_war_exhaustion triggers
  582. * Rework is_charging trigger to has_status trigger for checking the current status of colossus
  583. * Added has_orbital_bombardment = yes/no trigger
  584. * Renamed orbital_bombardment trigger to has_orbital_bombardment_stance
  585. * Add is_charging trigger for checking if a colossus is charging to attack a planet
  586. * added triggers has_seen_any_bypass, has_seen_specific_bypass
  587.  
  588. ###################
  589. # Graphics
  590. ###################
  591. * Added new main title screen
  592. * Improved the look of borders in galaxy map. Empire colors now use two colors and have their borders shaped by all owned systems rather than just colonies
  593. * Exploring a system next to the galactic core will now lift the Terra Incognita on the galactic core
  594. * Terra Incognita is now entirely based on which systems you have intel on
  595. * Changed hyperlane color from Green to Cyan to help with accessibility
  596.  
  597. ###################
  598. # Performance
  599. ###################
  600. * Improved caching of pathfinding and system distance from FTL consolidation into hyperlanes
  601. * Less ships overall in late-game should lead to increased performance
  602.  
  603. ###################
  604. # Achievements
  605. ###################
  606. * Added 10 new achievements
  607.  
  608. ###################
  609. # Bugfixes
  610. ###################
  611. * Small Space Amoeba weapon is now properly a small-sized weapon instead of a medium-sized weapon
  612. * Fixed event-generated countries getting the wrong randomized name lists
  613. * Improved descriptive triggers for Species Rights
  614. * Fixed and improved Artisan Troupe interactions
  615. * Fixed layout and added new assets for Gene-modding header button
  616. * Fixed sub-species of the empire's dominant species not Psionically Ascending along with their parent species
  617. * Fixed issue where Machine Empire capitals did not produce additional Unity from Distributed Computer tradition
  618. * Fixed some Warning Signs events potentially reoccurring after a Machine Uprising
  619. * Contingency now gets army reinforcements regardless of their fleet size
  620. * Removed erroneous tooltip in a Horizon Signal event
  621. * Fixed the End of the Cycle not properly preying on colonized worlds
  622. * Fixes section entities relying on sizes being defined first in the "spaceport.txt" files, leading to entities not being found when they do actually exist
  623. * Fixed rebel countries sometimes getting one Ethic too many
  624. * Avoids crash when using a country that doesn't have a tech module
  625. * Fixes crash when a leader is of an invalid class
  626. * Fixed Synthetically Ascended empires being unable to assimilate cyborgs
  627. * Fixed Determined Exterminators not getting the Autonomous AI tradition swap
  628. * Fixed Determined Exterminators and Devouring Swarms not getting the swapped Purity tradition tree name and description
  629. * Fixed an OOS when some player(s) have Plantoids DLC while others don't
  630. * Reduce likelyhood for CTD when starting a game using mods that add a lot of portraits
  631. * Fixed some scoping issues causing Warning Signs events not to fire as intended
  632. * Fixed Spare Parts Depot and Unit Assembly Plant buildings not being available to all Machine Intelligences
  633. * Xenophage penalty no longer applies to eating pre-sapients, and properly applies to turning organics into energy
  634. * Fixed fleet move order showing the real name of unvisited systems
  635. * Outlawing sapient AI now only removes sapient AI assistant, rather than also removing non-sapient AI assistant
  636. * Devouring Swarms can no longer process robotic pops into food
  637. * Fixed a couple of Anomaly categories never spawning
  638. * Fixed hot join country selector using multiple stars to indicate the previously played country
  639. * Crash fix when an invalid country invites a correct country to a Federation
  640. * Fixed an assert and potential crash when a saved technology no longer exists
  641. * It is no longer possible to rename planets owned by other empires that are inside your borders
  642. * Fixed empires with Evolutionary Mastery being unable to de-assimilate Hive Mind pops
  643. * Fixed issue with Synth Terror events not triggering during Contingency crisis.
  644. * Hovering over a category in the Traditions screen now works correctly with non-default UI scaling
  645. * Auto-Exploring fleets now use the correct status icon in the outliner
  646. * Added missing scope switch for description trigger in certain leader trait events
  647. * Fixed Machine Uprising silently fizzling out in some edge cases
  648. * Fallen Machine Empires can no longer have two simultaneous compliance demands on the same empire
  649. * Gene-modding a species will now also modify an appropriate portion of owned colony ships with that species
  650. * Fixed the Horizon Signal event chain causing unintended events to fire on Tomb Worlds in the player's capital system
  651. * Fixed factions in Inwards Perfection empires referring to Diplomacy traditions when they mean Adaptability
  652. * Habitats are now destroyed when their Pops are purged by the Prethoryn
  653. * Prevent crash in weird cases when a galaxy has more nebulas than actual systems (I'm assuming missing mods here, but i'm not sure what was going on with that save)
  654. * Fixed National Purity and Native Privilege agendas being available for fanatic xenophile empires
  655. * Fix blurry egalitarian ethics icons when using low graphics quality
  656. * Fixed Machine Integrated species sometimes not respecting their Military Service species rights
  657. * Fixed error in Energy Torpedoes tech description
  658. * Human Russian last names now have both masculine and feminine forms
  659. * Fixed Fallen Empires built from prescripted species not always getting all the traits they should
  660. * Earth Custodianship now uses the Humanoid graphical culture by default
  661. * Fix Plantoids Species Pack being listed as "Plantoid" in the launcher
  662. * Fixes Platypi species never being selected for random species
  663. * Fixes human preset and custom empires not spawning
  664. * Fixes the Default Species Right not showing if you currently have a species without rights selected
  665. * Self-modified species are no longer blocked from colonizing, resettling, etc, in an empire where they are the primary species
  666. * Fixed a bug where ruler could level up and get traits focusing on ship sizes you had yet to unlock
  667. * Fixed a bug where aux slots would not get a proper border in ship details view
  668. * Made sure that the same existing order check used for construction ships to see if order is valid is also used to anomaly research
  669. * Fixed the faction demand "Recent Enlightenment" immediately invalidating itself when fulfilled
  670. * Fixed Armies list displaying a non-functional scrollbar marker when precisely five armies are present
  671. * Fixed Gestalt Consciousness empires being able to enable the tutorial once in-game
  672. * Fixed a missing event title in the Ancient Drones chain
  673. * Fixed duplicate tooltip in Migration Controls species rights
  674. * Fixed a couple of prescripted Machine names popping up in random generation
  675. * Using set_disable_at_health no longer immediately disables ship, but just sets the health limit when it should be disabled.
  676. * Disabled ships and stations no longer automatically regenerate hull (same as with armor and shields
  677. * Ships and starbases disabled through events should not auto heal. Had to reintroduce a flag for this
  678. * Fixed the Artisan Troupe becoming incommunicable when trying to buy a Ministry of Culture after declining an earlier offer
  679. * Improved some potentially risky code. CTD possibly already fixed, but this should catch the only possibly crash in this function
  680. * Fix bug where the local missile target wasn't updated when the actual target was
  681. * Added missing homeworld name to hostile Servitor dialog
  682. * Hunt for the Hyacinth event chain will no longer trigger if there are no valid systems for it
  683. * Fix potential OOS where ship design modifiers weren't cleared before being recalculated
  684. * Fixed reference to wrong species in white peace offer
  685. * Numerous other bug fixes
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