Posted August 18, 2023
Changes in 1.1.6.5 (August 16th, 2023)
CRASH FIXES
- further crash fixes for Stride rendering
DISPLAY AND HDR
- improved display mode selection to prevent issues when using DXVK/Vulkan with multiple monitors
- improved HDR setup for some systems
PLANETARY FACILITIES
- colonies will now upgrade planetary facilities when higher facility in same family is available, and when planetary facility construction is automated and can afford
- ensure Terraforming Facilities are built on colonies even when have no damage (when planetary facility construction is automated)
- improved management of automated facility funding level so that more likely to have spare maintenance funding to build and upgrade facilities
FUEL AND RESOURCES
- improved mining station construction so that do not overbuild when already met required rate for specific resource. This will reduce the overall number of AI-built mining stations and freighters, thus also lowering overall fuel usage
- lowered required rate for construction resources to more accurately reflect actual usage
- now indicate excessive oversupply for resources in New Mining Locations list, thus helping player avoid overbuilding mining stations for resources where supply already meets demand
ECONOMIC BALANCE
- AI empires can now detect and attempt to recover from excess maintenance costs that turn cashflow negative (also applies to player empire with appropriate automation settings)
- this can often happen when an important colony is lost through conquest in a war, thus suddenly removing a large portion of empire income
- faction in this situation will attempt to retire or scrap excess military ships, fleets or troops until cashflow recovers
RESEARCH, SHIP DESIGN AND SHIP BUILDING
- ensure Repeatable Techs also add Weapon Damage Falloff when modifying range
- improved weapon component selection by preferred weapon families for research and design (more focussed on these)
- rebalanced automated military ship building amounts to more closely consider current threats, i.e. do not build too many military ships until face threats from other factions
PATHFINDING
- fixed rare nebula pathing issues when assigning fleet missions to destinations inside nebulae
HIVE THREAT
- fixed rare situation where Hive threat could wake up earlier than intended
- Hive fleet now selects attack targets slightly closer to player
CRASH FIXES
- further crash fixes for Stride rendering
DISPLAY AND HDR
- improved display mode selection to prevent issues when using DXVK/Vulkan with multiple monitors
- improved HDR setup for some systems
PLANETARY FACILITIES
- colonies will now upgrade planetary facilities when higher facility in same family is available, and when planetary facility construction is automated and can afford
- ensure Terraforming Facilities are built on colonies even when have no damage (when planetary facility construction is automated)
- improved management of automated facility funding level so that more likely to have spare maintenance funding to build and upgrade facilities
FUEL AND RESOURCES
- improved mining station construction so that do not overbuild when already met required rate for specific resource. This will reduce the overall number of AI-built mining stations and freighters, thus also lowering overall fuel usage
- lowered required rate for construction resources to more accurately reflect actual usage
- now indicate excessive oversupply for resources in New Mining Locations list, thus helping player avoid overbuilding mining stations for resources where supply already meets demand
ECONOMIC BALANCE
- AI empires can now detect and attempt to recover from excess maintenance costs that turn cashflow negative (also applies to player empire with appropriate automation settings)
- this can often happen when an important colony is lost through conquest in a war, thus suddenly removing a large portion of empire income
- faction in this situation will attempt to retire or scrap excess military ships, fleets or troops until cashflow recovers
RESEARCH, SHIP DESIGN AND SHIP BUILDING
- ensure Repeatable Techs also add Weapon Damage Falloff when modifying range
- improved weapon component selection by preferred weapon families for research and design (more focussed on these)
- rebalanced automated military ship building amounts to more closely consider current threats, i.e. do not build too many military ships until face threats from other factions
PATHFINDING
- fixed rare nebula pathing issues when assigning fleet missions to destinations inside nebulae
HIVE THREAT
- fixed rare situation where Hive threat could wake up earlier than intended
- Hive fleet now selects attack targets slightly closer to player